7309 views3 years ago
Commander
Size: 99Est cost: $4327.29Salt sum: 58.84
Greyhame888
7309 views3 years ago
Commander
Size: 99Est cost: $4327.29Salt sum: 58.84
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Commander
Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

Commander
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Creature
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Klauth, Unrivaled Ancient
Flying, haste
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Dragon

Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Nylea, God of the Hunt
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
Legendary Creature Enchantment - God

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

Creature
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Draw
Draw
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Enchantment
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Enchantment
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Evasion
Evasion
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Finisher
God-Eternal Rhonas
Deathtouch
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God

Finisher
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Instant
Instant
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Protection
Protection
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Ramp
Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God

Ramp
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Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Removal
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Tutor
Tutor
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Sideboard
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Godo, Bandit Warlord
When Godo enters, you may search your library for an Equipment card, put it onto the battlefield, then shuffle.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Legendary Creature - Human Barbarian

Scourge of the Throne
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon

Sideboard
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Maybeboard
Battle Mammoth
Trample
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Elephant

Klothys, God of Destiny
Indestructible
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add or . Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add or . Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
Legendary Creature Enchantment - God

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Zariel, Archduke of Avernus
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
Legendary Planeswalker - Zariel

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Gruul. \n\nGruul smash. Gruul make big creature. \n\nGruul take extra combat steps, make creature bigger, smash more.\n\nPretty simple deck idea. Big stompers with trample, try and kill with one creature in one swing.\n\nSuper fun to play. See below for a breakdown of the deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Overview"},{"insert":"\n"},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" is the perfect Gruul commander. Ramp hard and smash face with big nasty creatures. Our goal is to get some big creatures out as quickly as possible and turn them sideways. The deck has a number of elements to help us do this. We have a few decent removal options, ways to protect our own board, extra combat phases, damage doublers, and some pretty cool enablers. Each of these is broken down below.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp"},{"insert":"\nLike most green stompy decks, one of the most important things to do early on is ramp. The faster we can drop "},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" , the faster we can start swinging beat nasty beaters for the win.\n\n"},{"insert":{"card-link":"Mana Crypt"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", and "},{"insert":{"card-link":"Exploration"}},{"insert":" are all turn one ramp. "},{"insert":{"card-link":"Dockside Extortionist"}},{"insert":", "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and "},{"insert":{"card-link":"Farseek"}},{"insert":" are our 2-drops. "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", "},{"insert":{"card-link":"Somberwald Sage"}},{"insert":", "},{"insert":{"card-link":"Cultivate"}},{"insert":", and "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" fill our 3-drop ramp slots. "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" is excellent too.\n\n"},{"insert":{"card-link":"Traverse the Outlands"}},{"insert":" gets a special mention because if played properly, it can pull every basic out of our deck at once. Target a big creature with Xenagos to buff its power, then target it with Traverse on second main to pull out a TON of lands. \n\nWe have some creature/combat centered ramp in the deck as well. "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" makes our big thumpers cheaper to cast. "},{"insert":{"card-link":"Neheb, the Eternal"}},{"insert":" and "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":" both provide us with large amounts of mana in the second main.\n\nOr we can just use "},{"insert":{"card-link":"Ilharg, the Raze-Boar"}},{"insert":" to cheat out big nasties each turn. Even if they bounce back to hand, we can still do it often enough to be deadly.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Protection"},{"insert":"\nRamping into our big creatures is important, but if we don't have a way to protect them it's all for nothing. Xenagos being indestructible is pretty handy, but one of the best ways to protect him is actually keeping him below the devotion threshold. There aren't many cards in magic that exile enchantments, and other than "},{"insert":{"card-link":"Merciless Eviction"}},{"insert":" I rarely see them run in EDH. That being said, we have some good ways to protect any of our creatures. \n\nA few of our creatures provide protection as well. "},{"insert":{"card-link":"Archetype of Endurance"}},{"insert":" gives all of our creatures Hexproof while stripping it from our opponents. [[Vigor]] ensures that damage to our other creatures makes them stronger rather than killing them. "},{"insert":{"card-link":"Prowling Serpopard"}},{"insert":" ensures that mean blue played can't counter our big threats. "},{"insert":{"card-link":"Stonehoof Chieftain"}},{"insert":" is an all-star, as he gives your whole field of attackers indestructible and trample. \n\n"},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" is an instant speed panic button to protect our creatures from a wipe. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Card Draw and Selection"},{"insert":"\nThis is one area the deck is a bit light, partially because we actually don't want a game to go long. If we haven't won by the midgame, there's a problem.\n\n"},{"insert":{"card-link":"Lifecrafter's Bestiary"}},{"insert":" gives us a scry and let's our creatures become cantrips. "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" should end up drawing us a few cards. Both of our planeswalkers, "},{"insert":{"card-link":"Domri Rade"}},{"insert":" and "},{"insert":{"card-link":"Garruk, Primal Hunter"}},{"insert":" will be drawing us cards as well. "},{"insert":{"card-link":"The Great Henge"}},{"insert":" makes all our creatures cantrip. "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":" is amazing here. Drop it after combat and we should be drawing 10+ cards every time. "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" is in the deck for this exact reason. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removal and Disruption"},{"insert":"\nRemoval is one our deck does in a unique way. We focus primarily on player removal, but also have other decent options as well. We have creature-based removal with "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":" and "},{"insert":{"card-link":"Ulvenwald Tracker"}},{"insert":". "},{"insert":{"card-link":"Domri Rade"}},{"insert":" can use his -2 as a fight effect as well. \n\n"},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":", "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":", and "},{"insert":{"card-link":"Song of the Dryads"}},{"insert":" all help with removal as well. \n\n"},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" is particularly good as it often won't kill our own creatures because they will be so strongly buffed by Xenagos. \n\n"},{"insert":{"card-link":"Archetype of Endurance"}},{"insert":" can be annoying to deal with, while enabling our own strategy. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Evasion, Extra Combats, Damage Doublers, and Enablers"},{"insert":"\nThis section shows off some of the deck's best toys. Ensure our creatures get through and hit the player are the most important part of the deck. \n\nTo do this, we can start by ensuring everything we control has trample. "},{"insert":{"card-link":"Aggressive Mammoth"}},{"insert":", "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":", "},{"insert":{"card-link":"Nylea, God of the Hunt"}},{"insert":", "},{"insert":{"card-link":"Pathbreaker Ibex"}},{"insert":", and "},{"insert":{"card-link":"Stonehoof Chieftain"}},{"insert":" all give all of our attackers trample. Better yet, why not just make something unblockable with "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":"?\n\n"},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" increase a creature's stats on "},{"attributes":{"underline":true,"italic":true},"insert":"EACH COMBAT"},{"insert":", meaning the more combat steps we take, the bigger our creature gets! "},{"insert":{"card-link":"Aggravated Assault"}},{"insert":", "},{"insert":{"card-link":"Hellkite Charger"}},{"insert":", "},{"insert":{"card-link":"Savage Beating"}},{"insert":", and "},{"insert":{"card-link":"Seize the Day"}},{"insert":" all provide us with extra combat phases. "},{"insert":{"card-link":"Hellkite Charger"}},{"insert":" + "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":" gives us as many combat steps as we have mana. "},{"insert":{"card-link":"Scourge of the Throne"}},{"insert":" lets us do this as long as we attack the player with the greatest life total.\n\nWe also want ways to increase the damage we can do in one shot. Double strike does this well. With only Xenagos and "},{"insert":{"card-link":"Atarka, World Render"}},{"insert":" on the field, we can hit an opponent for 24 damage! But we have other tricks too. Using "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" to copy Xenagos combat trigger on any big stomper is basically a win all on its own. \n\n"},{"insert":{"card-link":"Berserk"}},{"insert":" should often allow a total one-shot with the other damage increases in the deck. Even if we lose the creature, it's worth it to kill an opponent. We may even be able to use it on an indestructible creature, or sac it to "},{"insert":{"card-link":"Greater Good"}},{"insert":".\n\n"},{"insert":{"card-link":"Pathbreaker Ibex"}},{"insert":" is another all-star in the deck. On attack he buffs our entire field and gives them trample. With only the supergoat and Xenagos, we hit for 12 which isn't bad. But imagine a swing with "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":" and the goat? Oh hey, my whole board get's +24/+24 and trample. GG.\n\nTwo new additons, "},{"insert":{"card-link":"God-Eternal Rhonas"}},{"insert":" and "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" are massive for doubling damage as well. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Additional Wincons"},{"insert":"\nWell obviously our main wincon is bashing people's faces in, traditional Gruul style. Our whole strategy revolves around it. If you want to see your opponents' get sad, drop [[Triumph of the Hordes]] with a couple evasive creatures on board. \n\nIf you didn't see it above, "},{"insert":{"card-link":"Hellkite Charger"}},{"insert":" + "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":" gives us as many combat steps as we have open mana. \n\n[[Hydra Omnivore]] does this as well. Make him huge, swing at an open opponent, and kill everyone at the same time. \n\nThere are a couple useful tutors in the deck too. "},{"insert":{"card-link":"Natural Order"}},{"insert":" to sacrifice a mana dork and grab "},{"insert":{"card-link":"Worldspine Wurm"}},{"insert":", "},{"insert":{"card-link":"Stonehoof Chieftain"}},{"insert":", "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":", "},{"insert":{"card-link":"Hydra Omnivore"}},{"insert":" is always entertaining. "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" entwined can grab any two scary creatures as necessary. \n\n\nAnyway, I hope you enjoyed the read as much as I enjoy playing the deck! Feel free to drop and comments or suggestions below.\n"}]}





























































































