Gruul Face-smashing

Started by CbStrad, June 05, 2013, 09:01:46 PM

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CbStrad


Gruul Face-smashing

75 cards, 15 sideboard


4 {Gruul Guildgate}
4 {Stomping Ground}
7 {Forest}
8 {Mountain}

23 lands


4 {Burning-Tree Emissary}
3 {Savageborn Hydra}
4 {Skarrg Guildmage}
3 {Deadbridge Goliath}
3 {Rubblebelt Raiders}
4 {Zhur-Taa Druid}
2 {Ruination Wurm}
4 {Ghor-Clan Rampager}

27 creatures


3 {Clan Defiance}
4 {Armed // Dangerous}
3 {Domri Rade}

10 other spells


Sideboard

2 {Ruric Thar, the Unbowed}
3 {Elixir of Immortality}
3 {Tormod's Crypt}
3 {Naturalize}
4 {Gruul Charm}

15 sideboard cards



Mattao19

Get rid of those Guildgates and get 4x  {Rootbound Crag}

Bookmeister

You have too many non-creature spells for Domri to be effective.

Mattao19

Ok fair enough and ya cut the noncreature spells. All you really need is  {Rancor} but it's rotating out

Noon3r

#4
Maybe subtract the Warchants and the Armed// Dangerous

Add 4 {Madcap Skills} and 2 {Rancor} (I'd still use the Rancor's untill the cycle out.)

Add one more {Burning-Tree Emissary}

I think the Raiders would work better if you have less mana intensive creatures.  Maybe adding in the {Legion Loyalist}... or {Rakdos Cackler} because you want to do some quicker damage.  The {Feral Anamist} IMO, costs too much mana, and then it's activated ability, costs too much mana for what it does as well.  I do like the combination with the Raiders and the Anamisssst though.

If you keep all of the instants and sorceries, maybe add {guttersnipe} for the extra damage. 

I also like the {Zhur Taa Swine} over the {Ruination Worm} because it costs one less mana to put on the board and gives you the bloodrush option.   

Mattao19

True  {Rancor} is expensive but it's just soooo good lol but fair enough especially since it's rotating

Noon3r

Quote from: CbStrad on June 07, 2013, 11:45:11 AM
Been modified a bit to make Dom better. More Emissaries, added Skarrg 'mage, and filled out a few playsets.

Armed/Dangerous might be switched with Madcap Skills, depending on how playtesting goes.

Rancor, I'm leaving out and here's why. First, it's on the way out. Second, it's more money than anyone involved would care to spend on a card that won't see use after a few months. If it was a cheap uncommon like Tormod's Crypt, I'd consider it; it's not too much money down the drain.

The Wurm/Zhur-taa Swine thing is in the same boat as Armed/Madcap Skills. Depending on testing results, it might happen. However, the Wurms are the default; yes, they're one mana more, but they hit for an additional two points. Since this deck has a decent mana base, it's still entirely possible to throw him down turn 4 or 5

But you use the Zhur-taa when you attack with your BTE turn 3 and hit for 7 on turn 3, instead of holding off until turn 5 to cast and turn 6 to attack.  The wurm you still have to wait until turn 6 to cast the wurm and turn 7 to attack.

The Zhur counts as a creature and an uncounterable pump.  I figured you were going more affordable, so that's why I'd suggest the Zhur over the Wurm.   If you're holding two Zhur's on turn 5, lay one, then bloodrush him on turn 6 and swing for 10.   

Mattao19

 {Zhur-Taa Swine} is meh for Bloodrush I think that you'd rather have a couple  {Slaughterhorn}s or  {Rubblebelt Maaka}s only cost 1 mana so they're faster and cheaper but then again they take more space and don't give as big of a pump so be careful and playtest