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Gruul Undying/Regenerate

Modern Budget RG (Gruul)

Hunter_Killer


Maybeboard


My most recent deck, it combines creatures that have regenerate/undying/hexproof/indestructible (basically, things that make them harder to get rid of) with red's sweepers (pyroclasm and firespout) to get rid of opponent's threats.

Predator Ooze : One of the main cards of the deck, it's indestructible, it gets bigger after each attack and even bigger if destroys a creature. Not all decks have ways to deal with these kind of cards if they manage to succesfully hit the field. This card remains a treat even for the decks that have cards like dismember that can deal with it since it may get past the 5/5 mark in not so much time. The only problem I have with this card is that it costs instead of , so it will probably get delayed a bit while we try to get a mountain for our sweepers.

Sakura-Tribe Elder: This card fits better with the deck than others like Arbor Elf or Elvish Mystic. Yes, Sakura does cost more to cast and the land does enter the field tapped, but it won't be destroyed by our sweepers (at least not before we sack it for the land) while also being able to be sacked right after being declared blocker (what prevent the damage while giving us a land).

Strangleroot Geist: Our 2-turn drop, it is 2 mana for a 2/1 creature with haste that will come back after being destroyed for the first time. Will be killed by our sweepers even with the +1/+1 but it's still a valuable card for it's price and mana cost.

Troll Ascetic: Our second main creature, it's harder to remove than Predator Ooze (forget Dismember and Path to Exile, none of these will be able to get rid of him) but potentially less damaging. Won't be touched, except by board sweepers (if you make the mistake of not keeping 2 lands untapped to regenerate it) and cards like Geth's Verdict, so expect him to remain on the field if it manages to enter. One of the best cards to equip with Rancor since it won't be leaving the field most times.

Vorapede: Our finisher, it was a hard call between him and Wolfir Silverheart but the former was chosen for being harder to remove. Silverheart is basically a 12/12 after paired but a Doom Blade is enough to get rid of it forever. Vorapede, on the other side, will come back stronger after being destroyed for the first time, and nobody wants a 5/4 to become a 6/5. Combine it with trample and vigilance for just 5 mana and we have a great threat on our side. Gotta love it.

Wolfir Avenger: Silverheart's little brother, has regenerate and flash. Being able to cast it after your opponent taps all lands can be a decisive play, specially against counter-heavy decks that aren't expecting you to cast a creature outside of the main phase. It's also 3/3, being able to survive a pyroclasm without the need to regenerate (the same cannot be said about Troll Ascetic). A pretty decent card considering it's price and mana cost.



Lightning Bolt: Most iconic red instant, does 3 damage that can be used to damage the opponent, kill a small troublesome creature or a big threat if combined with one of the sweepers, all these for just a single red mana.

Pyroclasm: Our basic sweeper, can completely destroy aggro decks while hurting a bit midrange and elves. 2 damage is also enough to kill most of our creatures but this isn't a problem, since Geist will come back stronger and Ascetic will be regenerated.

Firespout: Gruul's best sweeper, simply a wide Bolt. You will get both effects almost everytime (except if you are lucky enough to be facing a flying deck). Can be swapped for Anger of the Gods if reanimated creatures are a problem, but be aware that the additional may be harder to get than you might think.

Harrow: A hard call between this and Cultivate; the first let you put both lands immediately on the field, what can be decisive if you are in need of a red land to clear the board. On the other side, you are in reality just getting one land since you need to sacrifice one to cast it (the sacrifice remains even if the spell is countered, what makes it a bad option against counter-heavy decks). Cultivate on the other side will some times let you put one on the field untapped (if you didn't play a land that turn) while keeping the other lands untouched. On the other side, if you really need a mountain to Bolt a threat you might not get it on time; Cultivate is also a sorcery while Harrow is an instant.
On my personal opinion, Cultivate is a little better on this deck (since my metagame is full of counterspells and mana leaks) but Harrow is a faster (and cheaper) option.
Rancor: Buffs the creatur equiped and gives it trample while returning to hand if your opponent manages to destroy your creature. Fits perfectly with the deck; can make Predator Ooze a threat earlier than predicted, Troll Ascetic an almost unbeatable creature and Wolfir Avenger a potential treat. All for just one green mana and $2.50. Perfect card in almost every way.



Thrun, the Last Troll: Troll Ascetic on steroids, for more mana you gain 1/1 and also uncounterable. Run 2 if you have the money to spend (more is not a good idea since it's legendary and hard to remove).

Nylea, God of the Hunt: A rancor that affects everyone; it's indestructible, can buff our monsters and the devotion is also not hard to get (Geist + Ascetic is enough). All this for 4 mana; my only problem with it is that I don't know what to take off to put it on (probably Rancor, since they both do the same thing).


Well, this was the deck, I played with it a bit (against the other decks I own and online) and it performed quite well, lost some, but managed to keep up in almost every match. Not any clear weak point (the only deck that completely obliterated it was the GR Tron since it usually gets Karn on turn 4, but besides it, performed better than expected against other meta decks, at least for a budget deck) but counters and hand remotion can impair it a bit. I'm not new to the game but I'm new to deck building; as you may see, I also have no sideboard to use, so any help would be greatly appreciated.

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Date added 9 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

8 - 0 Rares

22 - 0 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.50
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