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Illustration by Bram Sels ©Wizards of the Coast LLC


I think the core to building a Gruul deck is understanding how do these colors interact and what do they want to do?

Green — the way I see it — has a savage uncontrolled tone. It wants to ramp and bring out great beasts. Green's bond with nature and its living beings is represented by its capability of adding many lands onto the battlefield and its command of large overwhelming creatures. Survival of the fittest is the harsh truth of nature and that's exactly the tone green creatures embody. Green creatures don't "trade" they WIN FIGHTS.

Red has fire. Burn damage to the face. This is represented in the very mana symbol for red — an incinerating fireball. Red employs damage and emphasizes damage through direct means, much greater than by creatures. Red sees things in terms of doing, not thinking, and would sooner act now than wait and think about its actions; they would rather just do. Impulse and action personify red creatures who like to do things as quickly and with as much power as possible, heedless of danger or complication. To that end, Red has hasty creatures that rush at your face and hit you. But they don't hit very hard. They keep their opponent on their toes and do it FAST.

How do they pair up?

Where red and green meet is creatures that hit hard and fast damage potential. The REAL synergy between green and red is the creatures, so focusing on THEM is the way to go.

Gruul creatures are aggresive. Piles on fast damage and are hard to beat when done right.

A key part of Gruul is intimidation and keeping your opponent(s) scared of your next move.

And that's exactly what this deck tries to do.

“Go for the eyes, Boo!”


Mainly wanted to focus on devotion to green creatures and just sacrificing hamsters.

We could run a few Hamsters in order to draw cards. I went with just making our already large creatures Hamsters with Blades of Velis Vel But there's also Taurean Mauler, Metallic Mimic, Bloodline Pretender, and Chameleon Colossus.

Conjurer's Closet allows us to exploit ETB creatures like Eternal Witness. With Minsc sacrificing everything this allows us to get them back from the graveyard.

Worldspine Wurm can be sac'd to Minsc then you still get three 5/5's in return.


Art used within is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards™. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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93% Casual

Competitive

Revision 4 See all

(7 months ago)

+1 Kessig Wolf Run main
+1 Raging Ravine main
Date added 7 months
Last updated 7 months
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 2 Mythic Rares

12 - 3 Rares

3 - 3 Uncommons

1 - 0 Commons

Cards 20
Avg. CMC 3.33
Tokens Boo, Fractal 0/0 GU, The Monarch, Wurm 5/5 G w/ Trample
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