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Decks (Magic The Gathering) => Standard => Topic started by: wvEricP on March 18, 2013, 05:38:28 PM

Title: Gruul
Post by: wvEricP on March 18, 2013, 05:38:28 PM

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
Title: Re: Gruul
Post by: wvEricP on March 18, 2013, 05:39:37 PM
Went 5 th overall on a standard night at the local card shop with this let me know how to make it #1
Title: Re: Gruul
Post by: 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...;)
Title: Re: Gruul
Post by: wvEricP on March 18, 2013, 09:44:39 PM
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...;)

Yeah, I was trying to keep it GTC so it's standard longer, I play modern/legacy mostly so standard is a new venture for me
Title: Re: Gruul
Post by: Hays413 on March 18, 2013, 09:49:02 PM
AAHH!! Stop using guildgates in constructed IMMEDIATELY!!! They only hurt. There's no upside whatsoever.
Title: Re: Gruul
Post by: Bman0121 on March 18, 2013, 10:30:24 PM
Guildgates do a lot of work dont drop them
Title: Re: Gruul
Post by: Hays413 on March 18, 2013, 10:33:19 PM
Quote from: Bman0121 on March 18, 2013, 10:30:24 PM
Guildgates do a lot of work dont drop them

...can't tell if troll or...

You're gonna have to elaborate because guildgates don't do shyte in constructed other than bog you down.
Title: Re: Gruul
Post by: Trunksthemighty on March 18, 2013, 10:52:05 PM
If you do like gates in this you could do  {Crackling Perimeter}
Title: Re: Gruul
Post by: Silent1236 on March 18, 2013, 10:54:30 PM
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.

Pretty much.  I run basics if I don't have the shocks, usually.  I really don't like gates.  If budget permits, definitely get a hold of some shocks and even M13 tap lands.
Title: Re: Gruul
Post by: Hays413 on March 18, 2013, 11:04:00 PM
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.
Title: Re: Gruul
Post by: Bman0121 on March 19, 2013, 07:32:25 AM
Quote from: Hays413 on March 18, 2013, 11:04:00 PM
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.
The 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}
Title: Re: Gruul
Post by: whitedrake on March 19, 2013, 07:41:39 AM
Quote from: Bman0121 on March 19, 2013, 07:32:25 AM
Quote from: Hays413 on March 18, 2013, 11:04:00 PM
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.
The 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}

Maybe it will look that I am trying to be a Richard, but ur theory is a little out of sense... U do not want to play Guildgate turn 1 bcs mostly u will have shock on hand and I would rather play shock than gate turn one... Second of all that huge disadvantage of gates is that u have not time and u cannot play with the luxury of tapped land drop where u cannot prevent its enter the tapped condition... (Sorry u can with that gtc elf, but c'mon noone wants to play creature for untapping tapped gate)

It is much better to play basic land instead of gate for many reasons... For mana fixing 8 dual lands are enough...

Title: Re: Gruul
Post by: Wally on March 19, 2013, 07:43:45 AM
You will hate every second of seeing a guildgate when you get a great starting hand and 3 guildgates. You will wish they were normal old basic lands.
The only deck that may be able to get away with having them is control.
For everyone else the first 4 turns are incredibly important in standard.

For limited you should only find one or two anyway and it hopefully will be in your colours or it will help splash if needed.

Great in limited, bad otherwise.

Also if you need more than 8 mana fixing, use  {Prophetic Prism}
Title: Re: Gruul
Post by: whitedrake on March 19, 2013, 07:58:18 AM
My suggestion for ur deck if u want to keep it almost only gtc and core set...

It needs to be tweaked I assembled it in three minutes but guess it is more consistent than ur deck is now...


Gruul
60 cards, 0 sideboard
5 {Mountain}
4 {Stomping Ground}
8 {Forest}
4 {Rootbound Crag}
2 {Kessig Wolf Run}
23 lands


4 {Ghor-Clan Rampager}
4 {Burning-Tree Emissary}
4 {Flinthoof Boar}
3 {Rubblebelt Raiders}
3 {Wasteland Viper}
3 {Arbor Elf}
4 {Strangleroot Geist}
3 {Skarrg Guildmage}
28 creatures


2 {Garruk, Primal Hunter}
4 {Rancor}
3 {Pit Fight}
Title: Re: Gruul
Post by: Hays413 on March 19, 2013, 12:44:56 PM
Quote from: Bman0121 on March 19, 2013, 07:32:25 AM
Quote from: Hays413 on March 18, 2013, 11:04:00 PM
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.
The 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}

You're doing it wrong. The gates are strictly worse than shocks or core duel lands. And frankly not much better than basics. If you need that much mana fixing that the shocks and duels aren't enough, you need to rethink your entire deck.