Card/Deck Making Gruul do more than stompy, or make stompy Gruul more interesting?

Onderzeeboot

Ecstatic Orb
1CC is harder to achieve than 1CD though, unless you're playing monocolor, so there's that. Hammer has incidental cross-synergies with Golem tribal though! ;)
 
Might as well run both. It's even more important than usual that a card like that is cast on curve. I wouldn't underestimate the +2/+2, also. Even though your opp knows about it, it makes for very difficult blocks and incidentally supports double strikers.
 
The awesome thing about the hammer is that it's a card that likes to be cast on curve while still providing you with a reasonable ability for later in the game.
 

Grillo_Parlante

Contributor
I like hammer as well: late game mana sinks are nice.

The multi-color cards seem to push towards strategies revolving around midrange creatures and:

Tier A
1. Haste
2. Ramp
3. Wide Aggro/Overrun

Tier B
4. Control
5. Grindy Cards

The control elements are very light, but would work in a low power environment I bet. Their is also some light overlap with lands, with cards like stormbind (that can also control the board a bit), though that card was designed more to give creature decks inevitability.

So I kind of imagine:
1. A deck that floods the board with small mana rampers/threats and than uses overrun effects to end the game.
2. A deck that ramps out large threats and than makes sure they connect via haste effects. Varies somewhere between feeling like a creature focused burn deck or an aggro-combo deck.
3. At lower power, a grindy control/midrange deck using cards like stormbind and savage twister to control the board. Maybe skew towards lands with life from the loam and seismic assault. Maybe run some other graveyard interactions as well (cycling seems good).
4. A solid midrange value deck, that takes elements from the above.
 

Grillo_Parlante

Contributor
Im not sure that building a 2 colour theme based on the (usually) 3 or 4 gold cards is the way to go. Feels a bit disproportionate. I know they help build signals but...

I agree. Its just a thought exercise to provide some direction on where WOTC has been pushing the color pair. When you are actually building that part of your cube, you won't want a disproportionately large gruul section to carry the color combination.
 

Onderzeeboot

Ecstatic Orb
Yeah, its looking pretty grim. Sadly, a lot of color pairing flavor comes from the ravinca sets, and gruul was always the big dumb guild that hated artifacts.

Do any gruul cards really jump out to anyone as something they want to play? I just love bloodrush, and am content with ghor-clan rampager and zhur-taa swine. That and huntmaster of the fells really make me want to play the color pair.
I would add Stormbind and Raging Ravine to that list of cards. Firespout is also really good. Oh, and Bloodbraid Elf of course.
 

Eric Chan

Hyalopterous Lemure
Staff member
Yeah, I think the crux of the problem with this colour pair is that the best Gruul gold cards fall into either of the two categories of a) Sweet Zoo Cards, or b) Sweet Generic Midrange Cards.





These are great, to be sure, but having them be the strongest gold cards makes it harder to support some of the themes we're discussing in this thread, which go off the beaten path of "fast hasty aggro" and "value midrange creatures". RG lacks good build-arounds for other archetypes; those cards tend to be mono-red and mono-green, which in turn makes it harder as a cube designer to show your drafters that a particular archetype is being pushed in Gruul.
 

Onderzeeboot

Ecstatic Orb
Oh oh oh! This one is also totally sweet!



Edit: And this one is secretly really good at pushing damage through (and saving a creature the first time, and forcing bad blocks while it's in the yard).

 
The way I see it, is that GR is the chunky aggressive creatures (Monsters) and probably always will be. If you don't like it, it will be difficult to do it differently, because they will be designed to be big aggressive dudes.
I personally like it, and of course the colours work very well when building towards a Wildfire deck.
 
So I went back to the first page, and I think we discounted a few things there too early. Rasmus and Alfonso had some excellent starting posts.

I think a reasonable approach to Gruul could be your variety of:

40% Potatoes & Steak / One Two Punch Knock Out




Novice / lazier drafters know the tried and true approach is still available to them.

20% Ion-Grafted Counters



plus incidentally (just pulling from my current cube)



20% Landfall



Plus aforementioned Vinelasher Kudzu and various ramps spells. This section could use a couple more red cards.

20% Tasteful Storm / Spells & Tokens Matter



There is a ton of strategic overlap here from which you can pick and choose. In particular, double strike, empty the warrens, volt charge, ion storm, and harrow are fun build-arounds that fit in rather nicely and make Gruul somewhat interesting.
 

Grillo_Parlante

Contributor
Even here though, gruul breaks your heart. The zoo and big zoo cards are fine but than you get:

1. R/G ion storm, a deck whose strategic plan is to build up an early powerful aggro presence, and than whittles it away to cast overpriced shocks.
2. Landfall, a deck that is better in G/W, due to the existance of knight of the reliquary, steppe lynx, and only a mediocre red card as a gruul incentive.
3. Spells/tokens/storm: decks that are all grossly better in other color combinations.

:(
 

Grillo_Parlante

Contributor
So...after watching Fires beat jund, (did not think that was ever going to happen), it made me think maybe we are missing something about this fires deck. The idea behind it is to run ramp + fires + creatures that are decent on their own, but substantially better with fires (e.g blastoderm becomes 20 damage). Have we been missing that latter component?

Creature power creep has been so steady, that I would imagine most of us just run straight value guys (thragtusk I am looking at you) that don't really benefit substantially from effects like fires of yavimaya.
 
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