Sorcery (2)

Enchantment (1)


Maybeboard


Step right up to Grenzo's Two For Two! Spend {{2}} and get a 2 power or less creature nearly half the time!

Mulligans: Usually I don't like to blindly mulligan multiple times like some people suggest with this commander. The newest mulligan rule does help you out but it's more imperative to keep a hand with as many lands in it as possible or with a good non-creature synergy piece that you're unlikely to draw. Keeping a hand with two lands and a Heartstone gives you a very likely chance you'll be able to abuse the heck out of it come turn 5. Same with Altar or Crucible, though the latter is weaker as it only guarantees a land drop each turn.

Toolbox: Someone moving to the beginning of combat and likely going to attack you? spin the wheel for shrieking mogg, faceless butcher, duplicant, ravenous chupacabra, stingscourger, or just to get a chump blocker Someone casting an instant or sorcery that you want? spin the wheel for dualcaster mage or a dire fleet daredevil for a different one that's in a graveyard. Someone looking like they are going to resolve a permanent with a nasty ability? spin the wheel for phyrexian revoker Someone running a combo deck? spin the wheel for your removal creatures or disruption like harsh mentor, rug of smothering, kederekt parasite, tuktuk scrapper or withered wretch. Someone running a +1/+1 counters deck? hope for thief of blood which also incidentally kills all plainswalkers -- note that due to the timing of grenzo's ability, thief of blood's ability happens during grenzo's "put it onto the battlefield". It should work the same way that ixidron or other "as it enters creatures" such as clones. Someone playing artifacts? Spin the wheel for tuktuk scrapper, hammer mage or shenanigans. Note that tuktuk scrapper's ability also triggers if it's on the field and zulaport cutthroat enters because he's also an ally. Someone playing a graveyard deck? Spin the wheel for Withered Wretch or bojuka bog and a crucible or scaretiller.

Strategy: This deck is best played in draw-go style almost like a control deck except you're trying to get all of your synergy or aristocrat pieces out and protect them or hamper your opponents. Get Grenzo out as early as he is safe to get out (usually turn 2). Then utilize his ability at the last possible second you can, usually on the end step before your turn starts. Don't use his ability during your turn as you'll want to keep all of your mana open to respond to threats or spells.

There are tons of routes to victory with this deck. You can kill the table with aristocrats. Flying bat tokens can finish players who don't have flying blockers or against a beefy Thief of Blood. Getting an opportune Shrieking Mogg at the end step before your turn starts will leave most people open to being hit by all of your utility creatures. Since Grenzo reanimates the creatures, most of them can also kill with the aid of Flayer of the Hatebound. That card will additionally not be able to be reanimated with Grenzo utilizing this strategy normally, and often gets reanimated along with the help of Balthor the Defiled. He can also end games by providing either the last push for

Most rounds you will want to just drop a land and pass or attack with scaretiller if you have a land in graveyard. This deck doesn't need to attack but it puts out lots of creatures and could get a great haste finisher with the aid of Anger and still might be able kill the table after combat.

One unlikely situation you might end up with is getting a faceless butcher onto a board with just grenzo out. You will have to send him to the command zone in that case. It is usually not an issue since by turn 3 there are some mana dorks to target with that. Sometimes if you're responding to a board wipe you might in fact want to target Grenzo with the ability and let the board wipe resolve which will result in Grenzo still being on the field after the wipe.

Additionally if you are playing against a deck that you know runs trickbind, you can simply hold priority and dump all of your mana into him and leave 6 or so triggers on the stack. This makes it less versatile but will definitely discourage that player from countering a single trigger when there's still 5 on the stack and there's no information on what the sixth card is.

Removed Tel-Jilad Stylus because it's a rather weak card to justify always getting binned. Removed Desecrated Tomb in favor of Pawn of Ulamog. Removed Leaden Myr in favor of Ruthless Technomancer.

Considering these changes next round: Visling replacing Anathemancer Rackling replacing Thran Turbine

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Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

28 - 0 Rares

27 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Eldrazi Spawn 0/1 C, Goblin 1/1 R, Morph 2/2 C, Treasure
Folders Funny
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