Okay, we'll let Planeswalker AI test Gemini's "combo" Gruul against me for a little bit. (you can find the builds I'm using in the appropriately-labeled thread)
We'll see how it does against a slower graveyard deck with hardly anything in the way of removal.
Golgari (on the draw):
Hand 1: 4x
Forest, 1x
Necromancer's Assistant, 1x
Rune-Scarred Demon, 1x
Spider Spawning- mulligan - (this is exactly the kind of hand you don't keep with this build)
Hand 2: 2x
Forest, 1x
Swamp, 1x
Elvish Pioneer, 1x
Rune-Scarred Demon, 1x
Rescue from the Underworld, 1x
Cultivate- keep - (now this is more like it, but we're still going to have to draw something to do with our 5 mana on turn 3)
AI keeps 7
AIT1:
Mountain,
Adventuring Gear, go.
T1: Draw
Elvish Pioneer. Play
Forest and Pioneer putting a
Swamp into play. Go.
AIT2:
Gruul Guildgate. Go.
T2: Draw
Swamp. Swing for 1 with Pioneer (opp: 19). Play
Forest and
Cultivate putting a
Forest into play and hand. Go.
AIT3:
Gruul Guildgate. Go.
T3: Draw
Cultivate. Swing for 1 with Pioneer (opp: 18). Play
Forest and
Elvish Pioneer putting a
Swamp into play, Play
Cultivate putting a
Swamp into play and a
Forest in hand. Go.
AIT4:
Battering Krasis. Go.
T4: Draw
Nemesis of Mortals. Swing with both Pioneers. No blocks. (opp: 16). Play
Forest and
Rune-Scarred Demon getting
Shadowborn Demon. Go.
AIT5: AI goes straight to combat. I'm at 20 so I'll let this one through. No blocks. No tricks. I take 2. (me: 18). Post-combat equip
Adventuring Gear. Cast
Wandering Wolf. Pass turn.
T5: Draw
Rescue from the Underworld. Swing with the team. No blocks. AI takes 8 (opp: 8). Post-combat
Shadowborn Demon hitting the
Wandering Wolf (since it's possible that I may not be able to block it with a 5 power demon...though it really doesn't matter, he's dead next turn). Pass turn.
AIT6:
Forest pumping Krasis to a 4/3. Pass turn with 5 cards in hand. I'm pretty sure the AI has seen there are no combination of pump spells that would do 18 to me. His best case scenario would be to pump the Krasis to 6/x and
Flingit at Rune-Scarred to live one more turn, going to 2.
T6: With the Shadowborn trigger on the stack AI casts
Primal Bellow for a whopping +1/+1 on Krasis, and then it casts another, and then it cast
Titanic Growth. That's an impressive 8/7 Krasis that can't block my fliers. That also would have just dropped me to 8 if I hadn't blocked (which I wouldn't have). Also, it's important to note how "effective"
Primal Bellow is in a 2-color deck with Guildgates. Anyways, Shadowborn trigger resolves and I feed it a Pioneer. Draw a
Forest. Swing for 11 in the air (opp: -3) and that's game.
Didn't get to do any graveyard shenanigans, but it's hardly necessary when you have a T4 Rune-Scarred. But hey! At least I got that pesky Rampant Growth achievement. Sweet.
Now let's see if it can handle a deck that gains a lot of life.
Orzhov (on the draw):
Hand 1: 1x
Swamp, 1x
Orzhov Guildgate, 1x
Radiant Fountain, 1x
Banisher Priest, 1x
Angelic Accord, 1x
Ulcerate- keep - (if we hit another land we can hit with a Child T4 and no matter if it lives or dies post-combat a Fountain into Accord to make a 4/4 Angel)
AI keeps 7
AIT1:
Forest,
Spire Tracer. Go.
T1: Draw
Plains. Play
Swamp over Guildgate and pass to leave up
Ulcerate.
AIT2:
Mountain.
Furor of the Bitten on Tracer and I
Ulcerate in response (me: 17). Pass.
T2: Draw
Vizkopa Guildmage. Play
Plains and
Child of Night and pass.
AIT3:
Gruul Guildgate. Pass.
T3: Draw
Radiant Fountain. Swing for 2 (me: 19) (opp: 18). Play
Orzhov Guildgate and pass. I forgot to play Guildmage because I'm dumb, or I was typing. Mostly because I'm dumb.
AIT4:
Forest. Go.
T4: Draw
Orzhov Guildmage. Swing with Child. (me: 21) (opp: 16). Play
Radiant Fountain (me: 23) and
Angelic Accord. Pass. EOT I get a 4/4 Angel.
AIT5:
Forest. Go.
T5: Draw and play
Plains and
Vizkopa Guildmage and give the Angel lifelink. Swing for 6 (me: 29) (opp: 10). Pass turn. EOT I get another 4/4 Angel.
AIT6: Pass turn with 5 cards in hand.
T6: Draw
Swamp. Activate Guildmage's second ability. Play
Radiant Fountain. (me: 33) (opp: 8). Give an Angel lifelink. Swing for 12 (me: 39) (opp: -4) which would be 18 (opp: -10) after the Guildmage trigger.
1 removal spell wrecked it. I assume those 5 cards in hand were all Auras and Pump Spells.
Okay, one more time. Let's see if it can do it's thing faster than a token deck can do it's thing since the tokens can't really chump anything besides a Krasis (which has Trample anyways)
Selesnya (on the draw)
Hand 1: 1x
Forest, 2x
Plains, 1x
Selesnya Guildgate, 1x
Phantom Warrior, 1x
Beastmaster Ascension- mulligan - (I'm actually going to throw this back because it doesn't even really do anything until T5 if I rip nothing but lands)
Hand 2: 2x
Forest, 2x
Selesnya Guildgate, 1x
Selesnya Evangel, 2x
Raise the Alarm- keep - (this is some clunky-ass mana, but at least we can make lots of dudes)
AI mulligans to 5
AIT1:
Mountain.
Adventuring Gear. Go.
T1: Draw
Phantom Warrior.
Selesnya Guildgate. Go.
AIT2:
Gruul Guildgate. Go.
T2: Draw and play
Plains and
Selesnya Evangel. Go.
AIT3:
Forest. Go.
T3: Draw
Plains. I'm actually going to forego making an extra token here and swing with the Evangel so I can get this Guildgate and 2 1/1s into play to follow up with Phantom on T4. Swing for 1. (opp: 19). Play
Selesnya Guildgate. Pass turn.
AIT4:
Mountain. Go. EOT
Raise the Alarm.
T4: Draw
Raise the Alarm. Okay, new plan. I can wait until T5 for Phantom and lose 2 damage this turn, but I still hit for 3 this turn and will make 4 more 1/1s EOT and hit back for 12 next turn PLUS make another token. Also, doing this, if I topdeck
Beastmaster Ascension next turn I have my 7 dudes. Swing for 3. (opp: 16). Play
Forest and pass.
AIT5: Pass turn with 4 cards in hand. EOT double
Raise the Alarm.
T5: Draw
Triplicate Spirits. Play
Plains and
Phantom General. Swing with 6 2/2 tokens. (opp: 4). Pass turn.
AIT6:
Forest. Pass turn with 4 cards in hand. EOT make a token tapping Phantom with Evangel.
T6: Draw and play
Beastmaster Ascension. Swing with the team. After the Ascension trigger that amounts to 62 damage (opp: -58)
I think I'm going to stop here. I know 3 games against 3 different decks is a small sample-size, but at this point I just feel like a bully. I definitely would throw the Guildgates out the window here and go +3
Forest +1
Mountain or something to at least make the
Primal Bellows better. I would also shave 4 Auras/Pumps to get
Satyr Hoplites in there. I still don't think it would make the deck any good though. It has hardly any creatures and does
nothing if they don't have (or can keep) a creature in play. This is not a combo deck. Combo decks tend to win on the spot (for the most part), not unimpeded for 2-3 turns.
Thanks for reading!