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PostPosted: Sun Aug 17, 2014 8:56 am 
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Hanika wrote:
Yeah, DJ, amazing deck.

Turn 4, Titanic Growth on my lone Kiln Fiend, Double Shock on my own Kiln Fiend. 14/2 turn 4. lol



Why wouldn't you shock their face? Am I missing something?


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PostPosted: Sun Aug 17, 2014 11:29 am 
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I would be interested to know what ever became of Mobius' Gruul build. Back when he posted it, he didn't have premiums. I am curious what direction he ended up taking it after he got them.

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PostPosted: Sun Aug 17, 2014 11:55 am 
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Hanika wrote:
Yeah, DJ, amazing deck.

Turn 4, Titanic Growth on my lone Kiln Fiend, Double Shock on my own Kiln Fiend. 14/2 turn 4. lol



Why wouldn't you shock their face? Am I missing something?


Yeah, um....Style? Guy was a smart ass in the beginning, shocking my Satyr and commenting on my deck being another Aura Red/White agro piece of crap, yada yada. because Turn 1 I laid a Satyr down. He had exactly 14 life, so swinging with a 1/2 that he chose not to block and making it do exact kill damage seemed funny I guess.

Was stupid and risky, if he had another he coulda killed it right there.
Speaking of, that's the reason I stayed away from making a mostly red deck. Them R/W decks that used to be almost every match first week of release.


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PostPosted: Sun Aug 17, 2014 4:34 pm 
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[manapie 90 -w -u -b r g][/manapie]

Smash Through (1)

A deck for Magic 2015.

60 Cards (18 :creature: , 18 :instant: , 24 :land:)

Creature18 cards
■■■
Spire Tracer1/1
■■■■
Timberland Guide1/1
■■■■
Wandering Wolf2/1
■■
Wrecking Ogre3/3
■■
Howlgeist4/2
■■■
Pelakka Wurm7/7
Spell18 cards
■■■
Ground Assault
■■■■
Inferno Fist
■■■■
Titanic Growth
■■
Anger of the Gods
■■■
Cultivate
■■■■
Lightning Talons
■■
Hunter's Prowess
Land24 cards
■■■■
Gruul Guildgate
12
Forest
8
Mountain


I've been wanting a deck that was essentially built around unblockable creatures and gave this endeavor to shadocran who came up with what looked like a pretty good start. after play testing a bit i decided to go strictly gruul for a bit more consistency and i have been enjoying it alot.

-The Premise is simple, buff your unblockables and swing in for huge hits.
-Cultivates are there for mana ramp for your bigger spells.
-Timberland Guides are perfect as a t2 or 3 drop to buff your wandering wolfs or Spire Tracers. Do not use them on your Howlgeists if you have the oppurtunity. you would only be hurting your use of his undying.
-Angers are there to stall the early game if they establish to big of a board against you and Ground Assaults Are there for late game creatures if you have established the board in your favor. Both can be used in conjunction with Inferno fist for Typical removal until you can get your howlgeists and pelakkas out. Most of the time the game is over before you need fatties though.
-Hunter's Prowess shines here with your unblockables and/or pelakkas. I have yet to have Wrecking ogre used as a body as his Bloodrush is mainly what he is here for and if hes on the table then you most likely losing or doing it wrong.

Thanks for checking it out. It has been a joy playing and any suggestions would be welcome.

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Last edited by TheTruStag on Thu Feb 19, 2015 4:29 pm, edited 5 times in total.

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PostPosted: Sun Aug 17, 2014 6:32 pm 
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Here's my take on a Gruul Beast deck. This is by far my best non-premium deck.

Fangorn Forest ** Non-Premium Build **



Lands

8x Mountain
12x Forest
3x Gruul Guildgate


Creatures

4x Kiln Fiend
2x Marauding Maulhorn
1x Stormbreath Dragon
4x Elvish Visionary
2x Elder of Laurels
3x Advocate of the Beast
2x Primal Huntbeast
1x Soul of Zendikar
1x Terra Stomper

Spells

4x Shock
2x Anger of the Gods
2x Triumph of Ferocity
2x Cultivate
2x Hunt the Weak
2x Hunter's Prowess
3x Ground Assault

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PostPosted: Mon Aug 18, 2014 8:22 am 
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PostPosted: Fri Aug 22, 2014 5:36 pm 
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Not sure if this has been mentioned here before, but this seems like a pretty dirty trick a Gruul deck could pull.

1) Attack with all.
2) Immediately cast Fog.
3) Pause the game, then unpause and pause again, acting confused like you misclicked.
4) Opponent lets all your creatures through as there's no point wasting time blocking.
5) You Skullcrack them in the face.
6) Damage is no longer prevented, all your creatures smack them in the face and kill them!

Very convoluted, but on the small chance you run both, this may be worth doing. I can't see anyone seeing it coming.


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PostPosted: Fri Aug 22, 2014 6:09 pm 
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Ha, yeah, I mean I would never see it coming. That's pretty shifty, I mean nifty. ;P

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PostPosted: Fri Aug 22, 2014 7:37 pm 
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Not sure if this has been mentioned here before, but this seems like a pretty dirty trick a Gruul deck could pull.

1) Attack with all.
2) Immediately cast Fog.
3) Pause the game, then unpause and pause again, acting confused like you misclicked.
4) Opponent lets all your creatures through as there's no point wasting time blocking.
5) You Skullcrack them in the face.
6) Damage is no longer prevented, all your creatures smack them in the face and kill them!

Very convoluted, but on the small chance you run both, this may be worth doing. I can't see anyone seeing it coming.

Holy crap, that is a fantastic play! I would love to see that. And it only costs 3 mana.

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PostPosted: Sat Aug 23, 2014 9:19 pm 
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TheTruStag wrote:
Deck: Smash Through
...
I've been wanting a deck that was essentially built around unblockable creatures and gave this endeavor to shadocran who came up with what looked like a pretty good start. after play testing a bit i decided to go strictly gruul for a bit more consistency and i have been enjoying it alot.

-The Premise is simple, buff your unblockables and swing in for huge hits.
-Cultivates are there for mana ramp for your bigger spells.
-Timberland Guides are perfect as a t2 or 3 drop to buff your wandering wolfs or Spire Tracers. Do not use them on your Howlgeists if you have the oppurtunity. you would only be hurting your use of his undying.
-Angers are there to stall the early game if they establish to big of a board against you and Ground Assaults Are there for late game creatures if you have established the board in your favor. Both can be used in conjunction with Inferno fist for Typical removal until you can get your howlgeists and pelakkas out. Most of the time the game is over before you need fatties though.
-Hunter's Prowess shines here with your unblockables and/or pelakkas. I have yet to have Wrecking ogre used as a body as his Bloodrush is mainly what he is here for and if hes on the table then you most likely losing or doing it wrong.

Thanks for checking it out. It has been a joy playing and any suggestions would be welcome.


This is a great deck. I've been playing it and DJAmpNZ's Raging Wilds and both are extremely successful in 1v1 play.

Only one possible feedback - I've been testing running aura gnarlid in lieu of the 4/2 Howlgeistand have been finding the mid-game mana curve a bit smoother with the aura gnarlid. I haven't had a game last long enough to get much use of out Howlgeist so far.

Also, thanks for pointing out that Wrecking Ogre is not used as a body. I didn't initially understand 'bloodrush' and presumed it was an activatable ability after Wrecking Ogre landed, and one I had never used. Anyway, after your comments I then figured out it can be cast directly from the hand as an enchantment during combat turn only (for others who didn't know this like me) - and that has made a huge weapon out of Wrecking Ogre.

Now I've won games with your deck getting a 2 power attacker through against opponents with 10 life - use Wrecking Ogre and instead of the 2 points damage, it's suddenly 10 and game over.

Thanks for posting it - it's a very effective deck.


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PostPosted: Sat Aug 23, 2014 9:26 pm 
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I agree, Wrecking Ogre is a very under-used and undervalued card atm.

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PostPosted: Sun Aug 24, 2014 6:09 am 
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Quote:
I didn't initially understand 'bloodrush' and presumed it was an activatable ability after Wrecking Ogre landed, and one I had never used.



That would make the card a million times stronger. :P

Quote:
Anyway, after your comments I then figured out it can be cast directly from the hand as an enchantment during combat turn


It's a instant I think. And can be played any time.


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PostPosted: Sun Aug 24, 2014 6:35 am 
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GoldenVoid wrote:
Quote:
I didn't initially understand 'bloodrush' and presumed it was an activatable ability after Wrecking Ogre landed, and one I had never used.



That would make the card a million times stronger. :P

Quote:
Anyway, after your comments I then figured out it can be cast directly from the hand as an enchantment during combat turn


It's a instant I think. And can be played any time.

Golden is right, it works like an Instant, not an Enchantment. You cast it at instant speed on a critter to give it +3+3 and DS and the Wrecking Ogre goes to the GY from your hand.

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PostPosted: Sun Aug 24, 2014 6:41 am 
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You use it on your biggest unblocked creature after blockers have been declared


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PostPosted: Sun Aug 24, 2014 5:19 pm 
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Nebula wrote:
GoldenVoid wrote:
Quote:
I didn't initially understand 'bloodrush' and presumed it was an activatable ability after Wrecking Ogre landed, and one I had never used.



That would make the card a million times stronger. :P

Quote:
Anyway, after your comments I then figured out it can be cast directly from the hand as an enchantment during combat turn


It's a instant I think. And can be played any time.

Golden is right, it works like an Instant, not an Enchantment. You cast it at instant speed on a critter to give it +3+3 and DS and the Wrecking Ogre goes to the GY from your hand.


You are both correct and thanks for posting. I didn't use the right term there as 'enchantment' would imply permanance to the effect, instant is the correct term.

And as Golden said, understanding how it fully works does make Wrecking Ogre exponentially stronger :)


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PostPosted: Sun Aug 24, 2014 5:22 pm 
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slodice wrote:
You use it on your biggest unblocked creature after blockers have been declared


Exactly. That is the perfect strategy for it.

Glad I fully understand the card now, it's made both the Gruul decks I've been running even stronger.


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PostPosted: Sun Aug 24, 2014 9:27 pm 
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Location: [loh-key-shuh n] n. A place of settlement, activity, or residence.
Regarding Wrecking Ogre, keep in mind that bloodrush only works on attacking creatures and you can't use it to pump a blocker.

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PostPosted: Mon Aug 25, 2014 3:46 am 
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Not sure if this has been mentioned here before, but this seems like a pretty dirty trick a Gruul deck could pull.

1) Attack with all.
2) Immediately cast Fog.
3) Pause the game, then unpause and pause again, acting confused like you misclicked.
4) Opponent lets all your creatures through as there's no point wasting time blocking.
5) You Skullcrack them in the face.
6) Damage is no longer prevented, all your creatures smack them in the face and kill them!

Very convoluted, but on the small chance you run both, this may be worth doing. I can't see anyone seeing it coming.


That, and getting around protection has been a topic in a few forums around the internet. Amazing potential for coming out of absolutely nowhere, especially with kiln fiends and charmbreakers on the table. I ran something like it, had 2 shock in the gy along with 2 fogs and for 3 consequtive turns, I kept getting the fog back instead of the shock I needed to remove his pharika's chosen so I could swing in. And then I drew skullcrack from the top. played out the fog during my turn, and as you describe, opponent doesn't see it coming. He even taunted me in chat, so I swing with everything to feign "oh it's hopeless" and he doesn't block because it's pointless. Skullcrack to face, he pauses and then says I should learn to play, making stupid mistakes twice in a row. Why would I pump a creature when I already played fog ?

Then it dawned on him....

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PostPosted: Mon Aug 25, 2014 3:49 am 
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slodice wrote:
You use it on your biggest unblocked creature after blockers have been declared


Exactly. That is the perfect strategy for it.

Glad I fully understand the card now, it's made both the Gruul decks I've been running even stronger.


To supplement: it is not an instant spell, it's an activated ability of a card in your hand, at instant speed. The difference is, like cycling, it cannot be counterspelled by Negate or Dissolve. And there are no effects in the game that can counter an ability outside of removing the target. This can make it very potent against blue holding back a counterspell.

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PostPosted: Mon Aug 25, 2014 4:14 am 
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Mwuanno wrote:

To supplement: it is not an instant spell, it's an activated ability of a card in your hand, at instant speed. The difference is, like cycling, it cannot be counterspelled by Negate or Dissolve. And there are no effects in the game that can counter an ability outside of removing the target. This can make it very potent against blue holding back a counterspell.


Mwuanno - thanks very much for this extremely detailed breakout, very helpful!


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