Gruul 60 cards, 0 sideboard 5 {Mountain} 4 {Rootbound Crag} 4 {Stomping Ground} 5 {Forest} 4 {Gruul Guildgate} 22 lands 3 {Slaughterhorn} 2 {Ruination Wurm} 3 {Greenside Watcher} 3 {Ghor-Clan Rampager} 3 {Skarrg Guildmage} 2 {Spire Tracer} 3 {Burning-Tree Emissary} 3 {Skinbrand Goblin} 2 {Zhur-Taa Swine} 24 creatures 2 {Gruul Charm} 2 {Forced Adaptation} 4 {Wildwood Rebirth} 4 {Pit Fight} 2 {Verdant Haven} 14 other spells Sideboard |
Quote from: whitedrake on March 18, 2013, 06:52:23 PM
Ehm remaking of half of the deck? If ur inyention was to make competitive standard deck (constructed) then it needs lot more changes then only few advices... First of all why u main {Gruul Charm}?
Do not play gates, neither gate untapping guy... Seems to me u tried to make Gatecrash almost only deck...
Keep dual lands except of gates... Add two {Kessig Wolf Run}, keep {Ghor-Clan Rampager} and possibly {Pit Fight} and {Burning-Tree Emissary}... Scrap the rest and add some stuff with synergy... Like {Flinthoof Boar}... ;)
Sorry to be smartmouth...;)
Quote from: Bman0121 on March 18, 2013, 10:30:24 PM
Guildgates do a lot of work dont drop them
Quote from: Hays413 on March 18, 2013, 09:49:02 PM
AAHH!! Stop using guildgates in constructed IMMEDIATELY!!! They only hurt. There's no upside whatsoever.
Quote from: Trunksthemighty on March 18, 2013, 10:52:05 PM
If you do like gates in this you could do {Crackling Perimeter}
Quote from: Hays413 on March 18, 2013, 11:04:00 PMThe guildgates make your manabase for a 2 color tempo, control, or midrange insane if you turn 1 a guildgate with a deck running few turn one cards then your mana is pretty much set it only hurts you when you make bad plays and play when you shouldnt or when its turn 2, or 4. And you can guildgate on turn one to guarantee {Strangleroot Geist} or turn 3 to guarantee your {Hellrider}Quote from: Trunksthemighty on March 18, 2013, 10:52:05 PM
If you do like gates in this you could do {Crackling Perimeter}
But there's so much more/better you could do with the mana from those gates instead.
I gotta say, anything to do with the gates, is for limited only.
Quote from: Bman0121 on March 19, 2013, 07:32:25 AMQuote from: Hays413 on March 18, 2013, 11:04:00 PMThe guildgates make your manabase for a 2 color tempo, control, or midrange insane if you turn 1 a guildgate with a deck running few turn one cards then your mana is pretty much set it only hurts you when you make bad plays and play when you shouldnt or when its turn 2, or 4. And you can guildgate on turn one to guarantee {Strangleroot Geist} or turn 3 to guarantee your {Hellrider}Quote from: Trunksthemighty on March 18, 2013, 10:52:05 PM
If you do like gates in this you could do {Crackling Perimeter}
But there's so much more/better you could do with the mana from those gates instead.
I gotta say, anything to do with the gates, is for limited only.
Quote from: Bman0121 on March 19, 2013, 07:32:25 AMQuote from: Hays413 on March 18, 2013, 11:04:00 PMThe guildgates make your manabase for a 2 color tempo, control, or midrange insane if you turn 1 a guildgate with a deck running few turn one cards then your mana is pretty much set it only hurts you when you make bad plays and play when you shouldnt or when its turn 2, or 4. And you can guildgate on turn one to guarantee {Strangleroot Geist} or turn 3 to guarantee your {Hellrider}Quote from: Trunksthemighty on March 18, 2013, 10:52:05 PM
If you do like gates in this you could do {Crackling Perimeter}
But there's so much more/better you could do with the mana from those gates instead.
I gotta say, anything to do with the gates, is for limited only.