Gruul offers a lot to do in cube I think. When you support green aggro, Gruul becomes a great aggro pairing. When you support big red and Fireball effects, Gruul becomes a good ramp pairing. You can also do things like wildfire.dec and token strategies. But how do you capture this flexibility in your guild section?
What are you running in your Gruul sections? What themes/archetypes do you support? Did you have some surprising successes? What do you want the Gruul Clans to do?
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My current choices are:
Guildmage is a sweet card, aggroplayable and elsewhere. Green ability makes combat a hell and the red ability wins more games than it should be allowed to.
Rampager is better as a 2-mana combat trick, but flexibility is key.
Dragonlair Spider is a nice ramp target with garuanteed value, works well in token strategies and lives through most red sweepers to repopulate afterwards.
Fires is best in ramp and midrange decks with beefy cc4+ creatures.
Hybrid aggro 1-drops are really great when they can actually and realistically be played in either color.
Release your inner wilderness and tell me what gruul cards you like to smash your foes with!
What are you running in your Gruul sections? What themes/archetypes do you support? Did you have some surprising successes? What do you want the Gruul Clans to do?
________
My current choices are:
Guildmage is a sweet card, aggroplayable and elsewhere. Green ability makes combat a hell and the red ability wins more games than it should be allowed to.
Rampager is better as a 2-mana combat trick, but flexibility is key.
Dragonlair Spider is a nice ramp target with garuanteed value, works well in token strategies and lives through most red sweepers to repopulate afterwards.
Fires is best in ramp and midrange decks with beefy cc4+ creatures.
Hybrid aggro 1-drops are really great when they can actually and realistically be played in either color.
Release your inner wilderness and tell me what gruul cards you like to smash your foes with!