Standard - Double Damage Gruul

4
37
21
25
11
0
24
Aggro
TCGPlayer $144
Cardmarket €123
Cardhoarder 6 Tix
  • Deck contains 9 invalid cards for this format: Overgrown Tomb (GRN), Skewer the Critics (RNA), Tin Street Dodger (RNA), Gruul Spellbreaker (RNA), Rhythm of the Wild (RNA), Blood Crypt (RNA), Stomping Ground (RNA), Status // Statue (GRN), Deface (RNA)
Main 60 cards (17 distinct)
Instant, Sorcery, Enchantment, Artifact (11)
$0.42€0.360.03
$2.48€1.600.03
$0.15€0.040.03
Creature (25)
$1.30€0.860.02
$0.48€0.330.02
$4.13€4.900.50
$0.40€0.260.02
$1.94€1.470.10
$0.21€0.080.03
$0.30€0.270.02
$0.15€0.130.03
Land (24)
$0.47€0.400.02
$11.06€9.660.46
$1.090.03
$0.990.03
$15.84€14.290.31
$11.62€9.840.06
Side 15 cards (5 distinct)
$0.15€0.130.03
$0.40€0.260.02
$0.15€0.040.04
$0.20€0.100.03
$0.21€0.080.03

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Description

Sometimes getting into a swing of a new meta is a pain.  Everything I was trying was failing.  Control seems to have a very firm advantage right now.  But if you are fast, you might sneak in enough damage before they take over.  Enter Obosh, this deck's companion (aetherhub doesn't have a companion slot yet, but that's what one is doing in the sideboard).  Obosh has a rather nasty drawback.  No even CMC spells.  I had thought this was going to mean in the main, but it includes the sideboard as well, at least on Arena.  There are a lot of great things for Gruul in the even spot!  Did you buy physical copies of questing beasts and embercleaves?  My wallet weeps.

That aside.

What we are left with is a weird, 1, 3, 5 set up.  I decided against going to 7.  I felt ramp beyond the grazers who already are on shaky ground in this deck would harm it's damage output.  We get to 5 reliably enough not to warrant further tampering.  So what do we get for this condition?  If this thing is out, either one of the 3 in the deck, or your companion, everything in the deck will do double damage.  You might have 2 fervent champions swinging in for 4 each, first strike.  You may have a rhythm of the roids jacked up spellbreaker coming in for 10.  It gets bad really quick.  And so, I found myself finally winning games.  Over the course of those games I've adjusted into the list you see here.

Cloud Piercer: Some Trawler protection in the main, can be mutated in the 4 spot which this deck normally can't cast, and goes well on tin street dodger or phoenix.

Gilded Goose: Originally went with aboreal grazer, but that's a one time deal and any additional copies are bunk.  You will have some turns where you have free mana so charging this up again isn't a problem. 

Phoenix of Ash: Evasive and recursive.  Nice landing pad for a cloud piercer mutation. 

Tin Street Dodger: First he is in, then he is out, then he is back in again?  Can I make up my mind?  I like him here now for the previously mentioned guarantee of the trigger for skewer, but also for early damage and another good target for cloudpiercer.

Gruul Spellbreaker:  That CMC is gonna help Klothys for one thing, but this is just an easy include in the 3 drop spot, coming with riot and having his suite of trample and hexproof for you and him on your turn.  At his worst he will do 3 to 6.  But that might also be 5-10 or more depending on how things progressed. 

Klothys, God of Pinging:  This and adventurous impulse are my most questionable cards right now.  This card has dragged me through some wars so I'm reluctant to part with it, but I'm not seeing it fight much in this removal heavy meta.  The Pings could get heavy duty with Obosh out, watch out. 

Obosh, the damage doubler:  *listen to a old doublemint gum commercial*

Quartzwood Crasher:  I think if you can get it around all of the shenanigans of the control decks, this is Gruul's it card right now.  I tried to build around it before, but it just didn't work out for me.  Boardwipe city *cue Brock Lesnar grimacing with his weird hollow chewing tobacco stained teeth*.  So far so good with him here though.  Definitely invites panic mode.  Hits from this and and spellbreaker will generate extra trampling threats.  With damaged doubled, those things may be enormous!

Roids of the Wild:  Completely legal according to WotC.  Give out haste.  Give out counters.  Put out 2 and give both!  collect the whole set and build voltron!  No seriously, don't do that.  One will do unless you have nothing else to do.  Oh, and creatures can't be countered?  How convenient!

Adventurous Impulse:  Bit of mana fixing or monster digging if your set on mana.

Skewer the Critics:  Hang on to these.  3 damage is for mere mortals.  We are going for 6 damage for 1 mana.  Who are the critics?  Your opponents face?  Uro?  These are great for getting your opponent to say "Nice!"

Lands: Basic Gruul Aggro package with 4 black sources added in for statue in the side.

Sideboard

Obosh: cause he has to be here as deck companion.  This is our free to cast any time copy.

Cloudpiercer: Call me paranoid, but I think dream trawler is still gonna be a thing.  I don't like it.  Neither does cloudpiercer.  He can mutate at a reduced rate onto something small to get down faster if need be.  Howsa bout an unblockable 5... or 10? 

deface: our artifact removal pack

Mystic repeal: enchantment removal.  Lots of nasty enchantments going around.  People are eager to experiment.  Super key against the indestructable gods.  Pop that Thassa before she starts blinking ETBTs.

Status // Statue: threat removal

That's it.  Good luck, lemme know if you have any ideas for improvement. 

 

Edit 1: Removed Tin Street Dodger for Manifold Key

edit 2: Heavy edit, tightened up ramp, gained more evasion, dropped that silly key. 


About Kannonm

Hi, I'm Kannon.  I tend to specialize in mono red and gruul.  I'm always open to feedback on my decks or any questions you may have.

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Kannonm
Last Updated: 17 Apr 2020
Created: 17 Apr 2020
1552 239 0

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