This is a cEDH deck (competitive EDH). If you're looking for Grenzo Goblin Tribal you've come to the wrong place. If, however, you're looking for a cEDH deck, specifically a Grenzo, Dungeon Warden deck that specializes in Doomsday piles and turbo Ad Nauseam plays then look no further because you just found THE DEFINITIVE Grenzo, Dungeon Warden decklist--One Dungeon Warden decklist to RULE THEM ALL!

Welcome to Grenzo's Tainted Triple Pile--continue reading to see if this deck fits you like a bloody glove!

Grenzo, Dungeon Warden has arguably the most-natural (synergistic) Doomsday combo in all of Magic. Grenzo's ability lets us crack Doomsday's 5-card pile for and then combo out and win!

This deck may be right for you If you enjoy:

  • Fast-Combo
  • 1-Card Combos (Doomsday)
  • Paying Life for Card Advantage/Combo (Doomsday, Ad Nauseam & Necropotence)
  • Turbo (Main-Phase) Ad Nauseam
  • Quasi-Rakdos Storm Shells
  • Comboing Around/Through Most Stax
  • Ability to Stabilize After a Failed Win Attempt
  • Ability to Grind
  • Tricky/Disruptive Plays
  • Meaningful Interaction in Rakdos
  • Aggressive Beats
  • Sandbagging
  • Winning cEDH Pods Without Playing

Now that you've decided to play Grenzo, Dungeon Warden + Doomsday let's move on to most important part--Winning!

The main goal of every cEDH deck is to win! This deck wins by assembling/resolving one of its combos.

NOTES

  • Doomsday uses one of the 3 options listed under 2-Card and 3-Card combos.
  • Doomsday requires Grenzo in play and a minimum of to cast Doonsday and then to crack the pile with Grenzo's ability.
  • Twinflame + Dualcaster Mage requires another creature in play under our control.
  • Doomsday is the primary method for combo assembly but, it is also possible to assemble a combo with Necropotence, Ad Nauseam, extra draw, tutors and/or blind use of Grenzo's ability.
Just for fun, here is the best-possible starting 7 we can draw and it is likely a t1 win every time:

Whatever our 8th card may be, it's just extra gravy on this train. With these 7 cards a t1 win is all but assured.

This is a Fast-Combo deck with a commander that provides synergy with the London Mulligan so the question is, how aggressively should we mulligan? Some Grenzo pilots believe that an aggressive mulligan strategy in Grenzo is the strategy but, the truth is that it isn't (at least not in this deck). We often need to mulligan but, there's a point where the cards we draw are good enough for us to play VS us continuing to mulligan which, is always a gamble.

The London Mulligan was exciting for Grenzo pilots when it was first announced. Every Grenzo Pilot dreamed of the mulligan to 5 with Kiki-Jiki, Mirror Breaker and Zealous Conscripts on the bottom and enough mana to cast Grenzo as a 3/3 and combo out the same or following turn. Then reality set in--the chance of drawing that type of hand is close to zero. There are occasions when a mulligan allows us to bottom a creature then bring it back out with Grenzo but, it often adds little or no value and for as long as we remain committed to cheating it out with Grenzo it blocks our tutors and fetch lands. Some players try to mitigate the problem by playing fetchless lists (I tried this early on, when the London Mulligan was first added to EDH). Removing fetch lands slightly improves the odds of abusing the London Mulligan but, it also makes playing around effects that target non-basic lands much more difficult and renders Lake of the Dead unplayable. Without fetch lands there's also a higher likelihood to end up short on a color (usually ). Ultimately, removing fetch lands was pointless because most good starting hands contain a tutor which, should be cast as early as possible instead of holding the deck hostage to a creature mulliganed to the bottom.

More About Grenzo's Fetch Lands

Fetch lands provide a lot of extra utility beyond the basic role of mana-fixing. In this deck, fetch lands help:

  • Mana Fix
  • Build the Yard (Cabal Ritual, Underworld Breach, Yawgmoth's Will)
  • Deck Thin (it isn't much but, it improves the chance to top-deck a powerful spell and/or hit a creature with a blind use of Grenzo's ability)
  • Play around stax such as Blood Moon, Magus of the Moon and Back to Basics - If you sit at a table with an opponent who's likely to run one of these cards then it makes sense to use early fetch lands (t1-2) for basics

To the Bottom!

Bottoming a creature after a mulligan does offer a couple benefits but, how often does it offer a tangible advantage? Out of the deck’s 17 creatures, only a few of them are truly impactful early without meeting specific conditions or having additional combo pieces/utility in hand or play. However, there are two small benefits that all of the creatures offer and an additional benefit combo pieces add:

  1. Sacrifice fodder for: Culling the Weak, Infernal Plunge & Diabolic Intent
  2. A way to build board-state with fewer cards in hand (mitigate card disadvantage)
  3. Partial combo assembly

Individual creature-to-bottom values are outlined below

High-Value/Low-Floor

These creatures are guaranteed to add value early with no additional combo pieces/utility required:

  • Dualcaster Mage - We'll find something good to copy (Bonus that it can combo with Twinflame if it's in hand and we control another creature)
  • Opposition Agent - Steal an early tutor or land and lock out searches
  • Dauthi Voidwalker - A single pass of the table is likely to yield some sort of gas

Medium-Value/Low-Floor

No conditional needs or additional combo pieces/utility required--medium/moderate value:

Low-Value/Low-Floor

No conditional needs or additional combo pieces/utility required but, has low value:

Duds

Creatures we want in our hand not on the bottom:

  • Simian Spirit Guide - we want to exile this guy from hand for . Off the bottom this card is a pretty big whiff

High-Value/High-Floor

In addition to mana, these scenarios require additional cards for them to have early-game value off the bottom:

This deck currently runs 17 creatures and of those 17 only 10 can cheat in from the bottom, for value, without the need for additional combo pieces or utility cards in hand/play. Of those 10, only 3 have immense value, another 2 have moderate value and the other 5 have fairly low-value. This deck isn't suited for an aggressive mulligan strategy that focuses stacking creatures on the bottom of the library because too few of the creatures offer stand-alone, early-game value off the bottom.

Another reason we want to avoid aggressive mulligans is because we're at a disadvantage when it comes to draw-power. Our draw-power can't keep up with decks in U/G or those with Tymna the Weaver in the Command Zone so the last thing we want to do is cut ourselves off at the knees by aggressively mulling to 4 cards (literally gambling) just for the sake of maybe hitting a draw that lets us try a t2-3 combo which coincidentally, reduces in chance with each mulligan. Even if we do hit the nut at 4 or 5 cards, we significantly reduced our chances to protect it. Early combos (t1-2) have a higher chance to go unanswered but, by t3 the chances of getting away with an unprotected combo are close to nil.

So, what does a Rakdos cEDH playable hand look like in this deck? The deck typically draws hands that fit a fast-combo profile but occasionally, will draw hands that play better to a mid-range strategy. The raw-power of Rakdos also throws intermittent curve-balls of hands that make us choose between a fast Doomsday or powering out card advantage. The answer here is usually to go for the fast-combo and if it fails lean into card advantage.

A fast-combo hand (win attempt t1-3) is generally keepable as long as it has the minimum value of each of the following:

A slower, but, playable hand (win attempt t4-5) would look more like:

The reality of MTG is that our cards are randomized and then randomized again with each mulligan we take. Randomization is especially brutal in our 99-card singleton format. We can't always get what we want and that's true of our starting hand. Sometimes we have to make concessions and keep an imperfect hand rather than gambling with the mulligan system and losing. Maybe our fast-combo hand has everything but, protection or maybe we draw 4 rocks and only 1 land. Thanks to the deck's tutor density and situational adaptability, we can make small concessions to keep hands that are 1 or 2 pieces away from optimal.

If you don't get lucky and draw the God-Hand every game here are general examples of the plays or steps a pilot might take in assembling a combo.

Ad Nauseam

Necropotence

Wheels + LED + Underworld Breach

Tutors

  • If no combo pieces in hand/play and Grenzo in the Command Zone, search for Ad Nauseam
  • If no combo pieces in hand/play and Grenzo in play, search for Doomsday
  • If 1/2 or 2/3 of a combo is already in hand/play search for the missing piece
  • If a combo is partially assembled and Grenzo is in play search for Doomsday because 2x flex slots may be available (flex slot example = Dusk Legion Zealot and Deflecting Swat mana allowing)

NOTES

Grenzo is in play, Doomsday is in hand and you have . What now? Cast/Resolve Doomsday and assemble one of the 3 piles in order from bottom to top:

Pile 1 Execution:

Pile 2 Execution:

Pile 3 Execution:

Flex Slots

Flex slots are open/extra card-slots in the 5-card Doomsday pile. Kiki-Jiki, Mirror Breaker + Zealous Conscripts is the only Doomsday pile in the deck with a natural flex slot. The number of flex slots in the Kiki-Jiki, Mirror Breaker + Zealous Conscripts pile can be increased to two if Grenzo is already a 3/3 or larger. There are only two other ways to gain flex slots:

  1. Have a combo partially assembled (one or more of its pieces in hand/play)
  2. Have enough mana through board-state and rituals to forgo the ramp slots in the pile

The number of flex cards we can drawn from the top of the Doomsday pile is limited to our draw options:

Out of the six spells that can access our top-deck flex cards, only four (Sensei's Divining Top, Overmaster, Faithless Looting, Dusk Legion Zealot) make sense unless our mana in overflowing. Only one of our options (Dusk Legion Zealot) works as part of the Doomsday pile. All other options must already be in hand or play to access the flex cards. For this reason, the examples provided will use Dusk Legion Zealot to draw the flex card. As always, piles are listed bottom to top.

Examples:

Kiki-Jiki, Mirror Breaker + Zealous Conscripts--Double Flex Option

Twinflame + Dualcaster Mage--Single Flex Option

Metallic Mimic + Skirk Prospector + Murderous Redcap--Double Flex Option

NOTES

Tutors are the lifeblood of the deck. If you imagine a tutor as nothing but, a replacement for a better card, then every tutor has the chance to convert into Doomsday which, means this deck is roughly 13% Doomsday--10 tutors, Necropotence, Ad Nauseam and Doomsday. Without tutors this deck would struggle to consistently assemble a combo. In fact, without tutors there would be no consistency.

Yawgmoth's Will and Underworld Breach are two of the most-powerful spells in the deck. They can power us through an Ad Nauseam play or give us another chance at our wincons. Before the release of Underworld Breach we ran Recoup. We run two chances to cast cards from our graveyard because two is better than one and...

If we lose one, we still have another!

Many people argue that Underworld Breach is more-powerful than Yawgmoth's Will and it's true that Underworld Breach has a higher ceiling but, Yawgmoth's Will has a lower floor. Everything in this deck is either gas or raw power which, means Yawgmoth's Will can enable a win with as few as 1, 2 or 3 cards in the graveyard. Underworld Breach requires more setup because it needs Escape fodder to power out spells.

Protecting Doomsday is the deck's #1 goal and for that reason the deck's primary interaction spells are ALL instants. Instants are important in the current meta because we have to deal with Opposition Agent. In pods consisting of a regular playgroup or players familiar with Grenzo's ability, the chances are likely that someone will hold Opposition Agent for Doomsday. If another player steals Doomsday with Opposition Agent that player likely wins and we're finished. To mitigate the chance of losing Doomsday to Opposition Agent, we run ALL of the most-efficient instant-speed removal in Rakdos. The bonus of extra removal is that we also have a better chance to stop other players' game-winning plays such as Notion Thief or Hullbreacher + Wheel. If no one else is capable of interacting with a Notion Thief or Hullbreacher it makes sense for us to burn a removal spell so we don't lose the game.

Interaction:

  • Lightning Bolt - Effective removal for most creatures that stop our gameplan. Lightning Bolt is also capable of targeting Planeswalkers and players who all-in with their life-totals
  • Ulcerate - Single-pip, instant-speed creature removal
  • Pyroblast/Red Elemental Blast - Protect your spells from counter magic or destroy and annoying U permanent
  • Abrade - Multipurpose removal for creatures and artifacts
  • Deflecting Swat - Arguably the deck's best interaction spell. It can act as a counter or redirect targeted spells and abilities which, gives this spell an exceptionally high ceiling
  • Dismember - Removes thicker creatures that don't die to 3 damage. Phyrexian mana makes it easy to cast
  • Deadly Rollick - Removes thicker creatures that don't die to 3 damage. Free with Grenzo in play and it exiles the creature
  • Twinflame - If one of our creatures is hit by a Gilded Drake ETB we can copy Drake and return our stolen creature. Can also copy Murderous Redcap for damage/removal
  • Dauthi Voidwalker - Any number of powerful removal/interaction spells may become available
  • Dualcaster Mage - Can be used as a counter spell or can copy other removal spells
  • Murderous Redcap - two damage on ETB takes care of a handful of creatures we dislike and if Metallic Mimic is in play its ETB trigger gives us 3 damage for a target
  • Zealous Conscripts - Steal a permanent for the turn and do what you will with it. An excellent way to remove stax for a combo turn
  • Kiki-Jiki, Mirror Breaker - If one of our creatures is hit by a Gilded Drake ETB we can copy Drake and return our stolen creature. Can also copy Murderous Redcap or Dualcaster Mage for extra removal or interaction each turn

Protection:

  • Cavern of Souls - Name goblins and cast Grenzo or other goblin combo pieces without worry of counter magic
  • Jeweled Lotus - Acts as a buffer against removal in the sense that it pays 3 of the 4-mana needed to recast Grenzo should he be removed
  • Overmaster - Effective protection for our most-powerful instants and sorceries. Has excellent synergy with the top-deck tutors and creates a do-or-die moment for the table which, brings out the counter magic and other interaction
  • Reanimate - A second chance at Grenzo or another removed combo piece. Can also target a value or a *game winning* creature from an opponents' graveyard--e.g., Hullbreacher or Notion Thief + Wheel of Fortune or Thassa's Oracle + Tainted Pact. It becomes a sorcery-speed Dark Ritual when cast on Priest of Gix or a red Drit if cast on Priest of Urabrask. It can lead to explosive, game-winning plays when cast on Dockside Extortionist and has amazing sacrifice and discard outlet synergy

Disruption:

  • Ragavan, Nimble Pilferer - His dash ability provides a good surprise allowing us to strip and possibly play a card tutored to the top of an opponent's library
  • Opposition Agent - Potent table disruption. Steal a tutor and also shut down ALL your opponents' searches
  • Dauthi Voidwalker - Potential to stop opponents from casting powerful cards until it’s removed and once summoning sickness wears off it becomes the final arbiter in counter battles
  • Wheel of Fortune - Strip those sculpted hands and make players start with a fresh, uncertain 7 cards

NOTES

When an opponent casts a Notion Thief, Aven Mindcensor, Opposition Agent or Hullbreacher, because it has yet to enter the battlefield, removal spells must wait for it to resolve. Upon resolution we can remove the offending creature in response to whatever is still on the stack (likely a draw trigger or search).

Card advantage is important in cEDH. The more cards drawn the higher the chance of winning. This deck pulls out all the stops with regard to potential Rakdos card advantage options.

This deck is roughly 1/4th net-positive ramp. Other than the obvious uses for our ramp such as powering out Grenzo early or a t1-3 Ad Nauseam, here are a few other good early-game uses for our various ramp spells:

Grenzo, Dungeon Warden, may seem like nothing more than a way to crack Doomsday piles but, he has a few other utilities.

  • The lack of large bodies in cEDH makes Grenzo an excellent blocker/attacker especially when cast as a 3/3 or larger
  • As a 3/3 or larger, Grenzo's ability can bring ALL of the deck's creatures into play which, creates a flex slot in the Kiki-Jiki, Mirror Breaker + Zealous Conscripts pile
  • Acts as a mana sink in situations where we can't use our mana on spells (this also helps fuel Yawgmoth's Will and Underworld Breach)

When to Cast Grenzo as a 2/2

The deck's purpose is to GO FAST so there are plenty of instances where we cast Grenzo as a 2/2.

  • Hands that can deliver a t1-3 Doomsday
  • Hands where Mox Amber is quickly needed to further develop board-state
  • Hands with Jeska's Will so we can cast both options
  • Great starting hands with Diabolic Intent or Culling the Weak but, no other creature to sacrifice
  • Grenzo has been sent to the Command Zone one or more times
  • When it's the best available play (situational awareness required)

Never Let Go to Waste!

The deck only runs 17 creatures so blindly using Grenzo’s ability has its limits however, if a turn’s untapped mana would otherwise remain unused, hitting ANY of the deck’s creatures with Grenzo's ability is a bonus. Grenzo's ability can also fill the graveyard for Yawgmoth's Will and Underworld Breach. The only downside to blindly using Grenzo's ability is that sometimes cards we want in hand end up in the graveyard. However, the benefit of maximizing mana each turn and playing into the power of other cards in the 99, makes Grenzo’s ability a major asset, especially in longer pods.

Unlike the combo pieces run by many other decks our combo pieces have value and purpose outside of their respective combos with use beyond assembling part of the combo or putting a blocker/attacker in play. So, don't discount that t1 Goblin Sledder pass--things could be worse! Remember, Doomsday pulls from the graveyard so on t2 that poor Goblin Sledder might find himself offered up as a sacrifice to Culling the Weak, Diabolic Intent or Infernal Plunge but, as a reward for his loyalty returned to the battlefield to serve once more as a sacrifice in part of Grenzo's Doomsday ritual.

All Creatures

  • Combo Assembly
  • Sacrifice fodder
  • Attacker/Blocker

Goblin Sledder

  • Allows for combat tricks (even giving +1/+1 to another player's creature)
  • Can sacrifice Grenzo in response to a Gilded Drake etb
  • Can push our creatures' toughness outside the range of commonly run sweepers such as Pyroclasm, Whipflare, Yahenni's Expertise and even Toxic Deluge if the caster doesn't take doesn't take Sledder plus the number of other goblins we control into account when paying life for Deluge

Skirk Prospector

  • Provides a stored and also turns every other goblin we have in play with it into a stored or in the case of Murderous Redcap
  • Can sacrifice Grenzo in response to a Gilded Drake etb

Dockside Extortionist

  • This one is easy--Dockside go BRRRRRRR!

Dusk Legion Zealot

  • Sometimes you need to draw a card

Metallic Mimic

Twinflame

Grenzo, Dungeon Warden

Dualcaster Mage

  • Copy a spell. Can be used for anything--counter a counter, double a tutor or a removal... do what needs done

Priest of Gix

Priest of Urabrask

Murderous Redcap

  • Acts as removal

Kiki-Jiki, Mirror Breaker

Zealous Conscripts

There are a handful of cards in the deck that might lead some players to ask why do you run X instead of Y or why do you run X at all? I'll try to explain the thought process behind these cards.

Dusk Legion Zealot vs Rix Maadi Reveler vs Neither

  • If you have cards in hand, Rix Maadi Reveler's ETB is not a may--you have to discard first before drawing
  • Some players claim they run Rix Maadi Reveler for its Spectacle cost but, the odds of triggering the chance to pay it are very low and the effect somewhat lackluster
  • The deck produces more Black mana than Red and Dusk Legion Zealot is Black
  • Not running at least one of these creatures is a mistake because we need the ETB card draw for the Twinflame + Dualcaster Mage Doomsday pile

Lightning Bolt/Ulcerate

  • Hits 90% (or more) of the creature threats we need to remove
  • Easy to cast single-pip, instant-speed removal

Seething Song

Gemstone Mine vs Forbidden Orchard

  • Bolas's Citadel/Peer into the Abyss - These are great cards but, not so great in this deck. Both have been thoroughly tested and they have a few problems: both are vulnerable to a great deal more hate than the combos/pay-offs the deck is currently running, the high-cmc of these spells hurts Ad Nauseam, the deck already runs a high-density of pay-offs/combo, the deck averages 5 mana by t2.5 which, means 6-7 mana, 3 of which, must be , is just outside the deck's natural mana-curve.
  • Grinding Station - Part of a 3-card, fragile combo and is often a dead draw. Graveyard combo will become increasingly difficult with the rise of Dauthi Voidwalker.
  • Thoughtseize, Cabal Therapy, Inquisition of Kozilek & Duress - These spells don't get the job done for Grenzo anymore. There are too many free counter/removal spells and if you regularly play with the same group they'll hold up Opposition Agent for your Doomsday which, unless your opponent is feeling generous will be cast in response to the pitch spell. Instant-speed removal is all-too-important for Doomsday-centric decks.
  • Shattering Spree - Still an amazing artifact removal spell but, with the decline of Grafdigger's Cage after the Flash ban and with most decks that continued to run it, replacing it with Drannith Magistrate, Cursed Totem is now the primary artifact we need to remove and we don't need a dedicated artifact destruction spell for a single threatening card.
  • Bubbling Muck - This was excellent ramp in the early days of Grenzo but, has slowly lost its appeal as the number of powerful red cards has increased so has the need for more lands that produce Red mana. The deck used to be primarily Black but, now the spread is nearly 50/50 (Red/Black). Maintaining a high enough density of Swamps to make this spell useful is now a detriment. This card also has the disadvantage of ramping opponents during what is likely a combo turn.
  • Ricochet Trap - 4cmc isn't great for Ad Nauseam but, these days, that is a false objection for not running this card. The real reason this card isn't in the list is because it's alternative cost only turns on if an opponent has cast a U spell. That sure won't be very helpful against the onslaught of additional non-U creature-removal most decks are packing these days, e.g.: Swords to Plowshares, Path to Exile, Lightning Bolt, Ulcerate, Abrupt Decay, Assassin's Trophy, Abrade, Deadly Rollick.
  • Burnout/Imp's Mischief/Tibalt's Trickery - 2cmc to protect the combo isn't efficient enough to run
  • Fire Covenant - This is a meta-choice. If you're in a stax-heavy meta you may want to run this board-wipe
  • Toxic Deluge - Generally we don't want to kill our own dudes but, if you're in a stax/creature-heavy meta this card might work in your list
  • Springleaf Drum - This ramp spell works best in decks with a high density of 0-1cmc creatures
  • Conqueror's Flail & Defense Grid - Clunky and slow
  • Scroll Rack - It's great with Ad Nauseam and shuffle effects but, its synergy stops there. If you keep a good hand it's at best Metalcraft and at worst a dead card.
  • Valakut Awakening   - This card is only playable if you keep a bad hand or are drawn into a bad hand by a wheel. The odds of drawing a starting 7+1 that includes this card, a complete combo and enough ramp is extremely low and will likely never happen. As far as casting it for simple value and/or card replacement, there are only 8 creature cards in the deck 3cmc or greater and one of them, Simian Spirit Guide is a dud off the bottom, so the odds of having more than 1 of them in hand at any given time is also very low. Moreover, we empty our hand fast. The fewer cards in hand, the less value this card provides.
  • Fire Prophecy - Much like Valakut Awakening, this card has a list of preconditions that must align for it to generate gas. First, there must be a target for the 3 damage. Second, there must be a creature card in hand 3cmc or greater. Third, there must be a payoff for using Grenzo's ability to bring that creature into play. The reality of this card is that 9 out of 10 times it's nothing but, 3 damage to a creature for which, is a pretty mediocre cost/effect in cEDH.
  • Conspicuous Snoop - Requires enablers such as Torch Courier and Goblin Recruiter to combo. Outside of combo, the enablers don't further the deck's gameplan in a meaningful or consistent way. Furthermore, the Snoop combo is stopped by more stax pieces than our Doomsday combos. With three great combos already in the deck there's no reason to dilute the support structure of the deck by removing tutors, interaction or draw to make room for a fourth combo. There's also no reason to run a Snoop combo over the Kiki, Mimic or Dualcaster combos because the Snoop combo requires more pieces and has a setup that ultimately gives itself away (telegraphs the play).
  • Sandstone Needle/Peat Bog - The best turn to play these lands is t1 but, they come into play tapped so they interfere with other potential t1 plays. They are also depletion lands so after you tap them the second time they die. Losing a land in a fast-combo deck is really bad unless you win on that turn.
  • Cloudstone Curio - This is a win-more card. It requires Dockside Extortionist + another creature to combo (if that creature is 1cmc Dockside Extortionist must make 4 treasures, 2cmc 5 treasure, etc...). This card will be dead in most hands or will force the pilot to tutor Dockside Extortionist.
  • Magda, Brazen Outlaw - It ONLY combos with Dockside Extortionist + Cloudstone Curio which, is a superfluous combo and of lower-quality than the combos we currently run.
  • Birgi, God of Storytelling  /Harnfel, Horn of Bounty - While this card has somewhat useful effects the overall cost to value ratio is too high. The extra from the card's front side ability isn't consistently impactful without support from other cards such as a Wheel or Ad Nauseam (especially on the same turn it is cast). The back is useful for card advantage, filtering and loading the yard for Underworld Breach/Yawgmoth's Will but, at 5cmc it's heavy to cast.
  • Dream Devourer - Like the card listed above it, this is a subpar enabler. It's ability isn't terrible but, this deck doesn't have enough cards cards with + to make this a worthy include.
  • Noire's List - The Origins of Grenzo DD: https://tappedout.net/mtg-decks/grenzos-doomsday-plans-old-primer-for-grenzo-dd-1/
  • Clay's List - First cEDH Primer: https://tappedout.net/mtg-decks/grenzo-ft-dj-doomsday-competitive-primer/
  • Kyle's List - (Mimic Pile Creator/Primer Contributor): https://tappedout.net/mtg-decks/2fastbbbfurious/?cb=1644172440

NOTES

  • As of 02/08/2022 Kyle's list is updated--sorta.

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Date added 5 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

54 - 0 Rares

15 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 1.88
Tokens Copy Clone, Treasure
Folders CEDH
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