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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rhythm of the Wild
Enchantment
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Icaruskid on Yeasty Beasty
1 week ago
This looks like a blast to play! Scroll Rack, Kona, Rescue Beastie, Rhythm of the Wild, and Chance for Glory might be fun in here too.
Horologium on Roxanne - Put on the Red Light!
2 months ago
I would definitely recommend Rhythm of the Wild for both of its effects are really good in a gruul deck like this.
griffstick on Upgrades Unleashed Precon with upgrades
3 months ago
• Rishkar, Peema Renegade • Loyal Guardian • Rhythm of the Wild • Swiftfoot Boots • Rishkar's Expertise • Fertilid • Kami of Whispered Hopes • Orochi Merge-Keeper • Kodama of the West Tree • Evolution Witness • Fanatic of Rhonas • Incubation Druid • Managorger Hydra • Bristly Bill • Lizard Blades • Goblin Anarchomancer • Halana and Alena • Renata, Called to the Hunt • Silkguard • Arwen, Weaver of Hope • Railway Brawler
leovolt884_ on Rotpriest Infection
3 months ago
Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.
Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.
I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tomb since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.
The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.
legendofa on Tyranid Upgrade
3 months ago
Welcome to the club, bitis!
I'm not an expert Commander player, I mostly make gimmicky casual decks, but for your cards you're trying to add, my suggestions are:
Counterspell replaces Cancel: same effect, lower cost.
Temur Ascendancy and Rhythm of the Wild replace Invigorating Hot Spring and Stroke of Genius: more reliable for haste, counters, and card draw.
Swiftfoot Boots replaces Thrill of Possibility: you have a lot of draw and card filtering already, and this deck doesn't really take advantage of discarding.
wallisface on Jurassic Park deck
3 months ago
Some general thoughts:
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Your mana curve is very high. I would suggest either work towards lowering the mana curve a bunch, or adding in a bunch of ramp effects to allow you to play those bigger cards quicker. Ideally you'd do a bit of both. If your intention is to keep playing Ravenous Tyrannosaurus then it probably makes sense to run a bunch of mana-dorks so you actually have something weak to have it devour (i'm sure Llanowar Elves and its kind tastes delicious).
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The other option to the above, is to not run ramp, but instead run a bunch of interaction to slow your opponent down. Basically tons of Flame Slash and Lightning Bolt to keep the board clean and give your Hunting Velociraptors Prowl ability an actual chance of being useful.
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currently with the amount of high-mana cards in the deck, you're almost never gaining any benefit from Amped Raptors enter-the-battlefield trigger. I would suggest either lowering your curve enough to be able to profit-from this card at least 2/3rds of the time, or else remove it from the deck.
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Life Finds a Way is an entirely pointless card to run when the only card you have that makes tokens is the second activation of Welcome to ... Flip
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I don't think Rhythm of the Wild is useful enough to do anything here, even for a super-casual environment. I feel like Welcome to ... Flip is pretty similar to this (it is more useful, but just sooo slow).
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I would remove Savage Order, you have very few dinosaurs with 4 power, and if any of these are out then you're already in a good spot (and swapping one for another seems largely pointless considering its costing you a card)
Master_J on Laser Beams
5 months ago
OUT: Agitator Ant, Orzhov Advokist, Death-Greeter's Champion, Doomskar Warrior
IN: Shalai, Voice of Plenty, Bristly Bill, Spine Sower, Railway Brawler, Rhythm of the Wild
The next round of Improvements. While I like the cards like the Agitator Ant and Orzhov Advokist, they potentially give my opponents a leg up later in the game. Replacing them with things that help my board more is generally better.
Next up will be helping the land base out a little bit more.
DreadKhan on Trample Under Foot
5 months ago
Neat idea, I love seeing people making Gruul work in Legacy!
I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.
I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.
Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).
How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!
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