Hey all. After receiving numerous suggestions and tips for my Gruul deck, I overhauled it. Now, I'm just looking for a bit of feedback on its newest incarnation.
The Creatures
4x Experiment One
4x Rakdos Cackler
Here we have the one-drop backbone for the deck. E1 gets pumped by every other creature in the deck, and Cackler is just all-around good.
3x Scavenging Ooze
This little guy is just all around great. Not too sure if I like him in here yet, but he's earned a spot so far.
4x Boon Satyr
3 for a flashy 4/2? Ok! 5 for a flashy +4/+2 that turns into a "free" creature? Even better!
4x Ghor-Clan Rampager
It's Gruul aggro, so we HAVE to have a nice little bit of combat trickery going on. +4/+4 and trample in the middle of a fight or just a 4/4 trampler. Either an excellent 2-cost pump, or a solid backbone at the 4 slot.
2x Stormbreath Dragon
Big finisher right here. I'm currently working on getting a pair, for now they're being replaced by Chaos Imps. I'm open to suggestions for other placeholders!
The Spells
4x Lightning Strike
3x Magma Jet
Just some removal/burn if needed. Magma Jet's Scry may come in useful for setting up Domri, but isn't a huge necessity.
3x Anger of the Gods
Board cleaner, easy for me to recover from given that I can pump a lot of the creatures in this deck to the point of survival, or just toss out some cheap new ones.
The Domri
3x Domri Rade
I know, go to four of him. I want to, and I most likely will, but I'm working with a limited budget for the next month or two. Removal, card advantage and a potential win-con, all for 3 measly mana.
The Land
7x Forest
9x Mountain
2x Gruul Guildgate
4x Stomping Ground
What I'm looking for here are tips to fine-tune the deck. My sideboard has answers for the probable enchantments and control issues this deck will see, and the mainboard is basically just a good old-fashioned face beating. Like I said, I'm on a bit of a budget, but I will be able to pick up new cards relatively soon.
I'm not keen on Xenagos, the Reveler as I believe he's overrated in aggro. Popping out tokens every turn just doesn't benefit this deck very much, and there's really nothing to ramp up to except the Stormbreaths.
The Creatures
4x Experiment One
4x Rakdos Cackler
Here we have the one-drop backbone for the deck. E1 gets pumped by every other creature in the deck, and Cackler is just all-around good.
3x Scavenging Ooze
This little guy is just all around great. Not too sure if I like him in here yet, but he's earned a spot so far.
4x Boon Satyr
3 for a flashy 4/2? Ok! 5 for a flashy +4/+2 that turns into a "free" creature? Even better!
4x Ghor-Clan Rampager
It's Gruul aggro, so we HAVE to have a nice little bit of combat trickery going on. +4/+4 and trample in the middle of a fight or just a 4/4 trampler. Either an excellent 2-cost pump, or a solid backbone at the 4 slot.
2x Stormbreath Dragon
Big finisher right here. I'm currently working on getting a pair, for now they're being replaced by Chaos Imps. I'm open to suggestions for other placeholders!
The Spells
4x Lightning Strike
3x Magma Jet
Just some removal/burn if needed. Magma Jet's Scry may come in useful for setting up Domri, but isn't a huge necessity.
3x Anger of the Gods
Board cleaner, easy for me to recover from given that I can pump a lot of the creatures in this deck to the point of survival, or just toss out some cheap new ones.
The Domri
3x Domri Rade
I know, go to four of him. I want to, and I most likely will, but I'm working with a limited budget for the next month or two. Removal, card advantage and a potential win-con, all for 3 measly mana.
The Land
7x Forest
9x Mountain
2x Gruul Guildgate
4x Stomping Ground
What I'm looking for here are tips to fine-tune the deck. My sideboard has answers for the probable enchantments and control issues this deck will see, and the mainboard is basically just a good old-fashioned face beating. Like I said, I'm on a bit of a budget, but I will be able to pick up new cards relatively soon.
I'm not keen on Xenagos, the Reveler as I believe he's overrated in aggro. Popping out tokens every turn just doesn't benefit this deck very much, and there's really nothing to ramp up to except the Stormbreaths.