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Decks (Magic The Gathering) => Modern => Topic started by: Bman0121 on March 11, 2013, 08:57:02 PM

Title: Gruul burn
Post by: Bman0121 on March 11, 2013, 08:57:02 PM
It is more of a creature deck but acts as though a fight club burn deck
4  {Goblin Guide}
4  {Experiment One}
4  {Burning-Tree Emissary}
4  {Keldon Marauders}
4  {Kird Ape}
4  {Flinthoof Boar}
1  {Grim Lavamancer}

2  {Sword of Fire and Ice}
1  {Sword of War and Peace}
3  {Domri Rade}
4  {Lightning Bolt}
3  {Skullcrack}

4  {Stomping Ground}
4  {Arid Mesa}
3  {Misty Rainforest}
3  {Karplusan Forest}
1  {Kessig Wolf Run}
4  {Copperline Gorge}
1  {Forest}
2  {Mountain}
Title: Re: Gruul burn
Post by: TreeSmoker on April 27, 2014, 07:43:38 AM
Well my opinion of that deck is too many lands that can be destroyed

A lot of azorius removal spell and esper removal spells are non BASIC lands
So only rocking 3 basics is kind of dangerous

But i take it you dont run standard being that there's zendi and inni
Title: Re: Gruul burn
Post by: MisterJH on April 27, 2014, 03:15:05 PM
Im just not sold on experiment 1
Title: Re: Gruul burn
Post by: Spencer Addington on April 27, 2014, 04:24:33 PM
Might want to cut 2 experiment one for 2 {mutigenic growth}. They can save your creatures from bolts and sometimes {dismember}.
Title: Re: Gruul burn
Post by: rarehuntertay on April 29, 2014, 06:13:29 AM
I'm not sold on the swords or domri.
This deck wants to win as fast as possible, so every turn is spent casting creatures or removing the opposing creatures. I would add in more burn.
Also you could add in  {Ghor-Clan Rampager}, it's a great combat trick. I believe you also run too many lands. I run 18-20 lands in my RG deck, without fetches. You have fetches, so your mana is naturally more stable. If you're interested, I can provide links to discussions pertaining to this deck
Title: Re: Gruul burn
Post by: Silent1236 on April 29, 2014, 07:34:15 AM
Let's keep in mind that this deck list is over a year old.