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Welcome to the world of Grumgully

Grumgully, the Generous might be an unassuming uncommon Legendary creature, but he brings a lot to the table in terms of being a combo piece. Yes all of the combos are 3/4 piece combos which are usually frowned upon, but you don't need to tutor for your commander so we make an exception with Grumgully.

Grumgully with any persist creature and a sack outlet create an infinite loop of creatures leaving and entering the battlefield. Now as we know infinite loops mean infinite possibilities to break the game that we love.

I want to thank everyone who had helped get this deck to where it is today! If you have any suggestions or input on anything please let me know, and please leave a +1 if you like the deck!!

Now let's take a look at the game plan.

Ramp, Ramp, Ramp!!

The key to making sure you can win on turn 3 is making sure you have your mana in place. We may only be playing 33 lands (average cmc is under 2.4!) but we have 16 sources of ramp. Get them out and make things happen.

Find Your Pieces

Next we need to make sure we have our pieces. Gruul is not the best tutor color pair but we have sufficient tools!

Find Your Infinite Loop

To start the combo you need to have 3 pieces on the battlefield.

Piece 1: -1/-1 Counters are bad for loops

Grumgully, the Generous, Melira, Sylvok Outcast or Rhythm of the Wild are the first pieces needed to remove the -1/-1 counters from our persist creatures. With one these in play the -1/-1 counter is removed and we can continue to sacrifice our persist creatures infinitely.

Piece 2: Find The Sac Outlet

Piece 3: Find your way to Persist!

Win the Game

Once we have our 3 pieces in play we can move on to win the game. Now the main reason this deck is so consistent is the fact that there are so many lines to our loops and with these loops can flat out win or find a way to kill with the loop. Which brings us to the final step:

Win Cons

Grumgully Approves

As you can see Grumgully, the Generous has all the ways to win. This deck can pull out consistent turn 3-4 wins and is always fun to play since you never know which combo you are going to kill your opponents with. Of course you will be a target after you've played a few times but there is always protection as well. Vexing Shusher, Veil of Summer, Guttural Response, Red Elemental Blast, Pyroblast, Lightning Greaves, Aspect of Mongoose, Deflecting Swat, Inspiring Call, and Heroic Intervention will help keep your pieces on the board and make sure you can cast the spells you need.

Dream Hands Do Come True

Turn 1 Win

If the fates align a turn 1 win is possible with the dream 7 on the start. Is it going to happen? Probably not, but we can dream!!!

Forest, Mana Vault, Mana Crypt, Sol Ring, Melira, Sylvok Outcast, Grinding Station, Lesser Masticore and the 8th card you draw can be anything since it will be discarded to get Lesser Masticore on the field.

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Casual

97% Competitive

Revision 10 See all

(4 years ago)

+1 Deflecting Swat main
Top Ranked
  • Achieved #1 position overall 4 years ago
Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

41 - 0 Rares

24 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.39
Tokens Beast 3/3 G, City's Blessing, Goblin 1/1 R, Saproling 1/1 G
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