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PostPosted: Mon Aug 25, 2014 4:55 am 
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My gruul deck is my most consistent winner. Good strong early gameplay followed by mid / late game with warstorm surge and big creatures ramping out. Phytotitan is so ideal in this deck.


Spells etc

2 krenko's command
2 anger of the gods
2 warstorm surge
2 triumph of ferocity
3 darksteel ingot
3 ground assault
3 cultivate

Creatures

2 goblin rabblemaster
2 young wolf
2 elvish visionary
2 phytotitan
2 ogre battledriver
1 arbor colossus
2 wrecking ogre
1 stormbreath dragon
1 inferno titan
2 genesis hydra
3 pelakka wurm
1 kozilek, butcher of truth

Lands

10 forest
10 mountain
2 gruul guildgate


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PostPosted: Mon Aug 25, 2014 2:10 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



Just curious if anyone has tried this build? Questions comments?


EDIT- -1 Soul of Zendikar
+1 Terra Stomper

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PostPosted: Mon Aug 25, 2014 3:37 pm 
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beeswax wrote:
My gruul deck is my most consistent winner. Good strong early gameplay followed by mid / late game with warstorm surge and big creatures ramping out. Phytotitan is so ideal in this deck.


Spells etc

2 krenko's command
2 anger of the gods
2 warstorm surge
2 triumph of ferocity
3 darksteel ingot
3 ground assault
3 cultivate

Creatures

2 goblin rabblemaster
2 young wolf
2 elvish visionary
2 phytotitan
2 ogre battledriver
1 arbor colossus
2 wrecking ogre
1 stormbreath dragon
1 inferno titan
2 genesis hydra
3 pelakka wurm
1 kozilek, butcher of truth

Lands

10 forest
10 mountain
2 gruul guildgate


Only 22 lands?

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PostPosted: Mon Aug 25, 2014 3:57 pm 
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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.



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


hey carbon! thanks for the feedback and suggestion. I do like aura gnarled and he is as good a fit in the deck as the rest. Howlgeist was more of a personal preference for me. My thinking behind it was that his Undying is very potent. It has worked in the sense for me that the opponent has removed my wolfs and tracers and so in the late game he has been able to push that little bit of damage I needed through. but I bet with the gnarlids I wouldn't have to worry about that last bit as much. In my best scenario he was on the field with his undying counter on and swung in with wrecking ogre buff for 8 damage twice. not many creatures can block a power 8. but his downfall is he is expensive for a 2 tough creature. I will try out gnarled myself and see how he does. have Fun and glad you enjoy.

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PostPosted: Tue Aug 26, 2014 8:53 am 
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@zz There's so many good Gruul builds that I think we are exhausted here for the most part, lol. It is very powerful right now with about a 100 different varying builds. I haven't tested your build, but Triumph of Ferocity doesn't look all that great here to me. You have a lot of low powered creatures. I mean some are high powered, but for something like Ferocity to shine, I think you really need a build where almost everything is going to be more powerful most the time. Here, it is just "some of the time". That is a key-word for me, "sometimes". If something works great "sometimes" it is probably not worth throwing in. Just my thoughts. Maybe replace it with a couple Enlarges? It is kind of hard for me to tell what your curve is without the deck being posted by CMC.

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PostPosted: Tue Aug 26, 2014 6:02 pm 
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Nebula wrote:
@zz There's so many good Gruul builds that I think we are exhausted here for the most part, lol. It is very powerful right now with about a 100 different varying builds. I haven't tested your build, but Triumph of Ferocity doesn't look all that great here to me. You have a lot of low powered creatures. I mean some are high powered, but for something like Ferocity to shine, I think you really need a build where almost everything is going to be more powerful most the time. Here, it is just "some of the time". That is a key-word for me, "sometimes". If something works great "sometimes" it is probably not worth throwing in. Just my thoughts. Maybe replace it with a couple Enlarges? It is kind of hard for me to tell what your curve is without the deck being posted by CMC.



EDIT*
After a bit more thought, your point makes more sense to me. Between Hunter's Prowess and Elvish Visionary I usually have enough draw to last. More often than not, Triumph of Ferocity is a card that's not needed.

:) Thanks for the advice.

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Last edited by Zz Death Inc zZ on Wed Aug 27, 2014 11:26 am, edited 3 times in total.

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PostPosted: Wed Aug 27, 2014 11:22 am 
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2bestest wrote:
beeswax wrote:
My gruul deck is my most consistent winner. Good strong early gameplay followed by mid / late game with warstorm surge and big creatures ramping out. Phytotitan is so ideal in this deck.


Spells etc

2 krenko's command
2 anger of the gods
2 warstorm surge
2 triumph of ferocity
3 darksteel ingot
3 ground assault
3 cultivate

Creatures

2 goblin rabblemaster
2 young wolf
2 elvish visionary
2 phytotitan
2 ogre battledriver
1 arbor colossus
2 wrecking ogre
1 stormbreath dragon
1 inferno titan
2 genesis hydra
3 pelakka wurm
1 kozilek, butcher of truth

Lands

10 forest
10 mountain
2 gruul guildgate


Only 22 lands?


With 13 cards that cost 5+ to boot. Although... this game is almost always giving me more land than I need, might work perfect in DOTP lol.

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PostPosted: Wed Aug 27, 2014 12:53 pm 
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Nebula wrote:
@zz There's so many good Gruul builds that I think we are exhausted here for the most part, lol. It is very powerful right now with about a 100 different varying builds. I haven't tested your build, but Triumph of Ferocity doesn't look all that great here to me. You have a lot of low powered creatures. I mean some are high powered, but for something like Ferocity to shine, I think you really need a build where almost everything is going to be more powerful most the time. Here, it is just "some of the time". That is a key-word for me, "sometimes". If something works great "sometimes" it is probably not worth throwing in. Just my thoughts. Maybe replace it with a couple Enlarges? It is kind of hard for me to tell what your curve is without the deck being posted by CMC.



EDIT*
After a bit more thought, your point makes more sense to me. Between Hunter's Prowess and Elvish Visionary I usually have enough draw to last. More often than not, Triumph of Ferocity is a card that's not needed.

:) Thanks for the advice.


I didn't play your build, and you know best how the cards perform, but I can point out few things:
anger of the gods: hits almost all creatures you run, how does it perform?
Cultivate: Does this build needs ramp? if mana fixing is the issue, I would prefer an extra gate because of the lack of real one CMC drops.
Hunt the Weak: In general, I don't think the extra 3 cost is worth the +1/+1 counter compared to prey upon, you can also consider Bolt of keranos.
Elvish Visionary: this is not a card draw, it is a cantrip that gives you 1/1 body, do you feel that this 1/1 body helps you and worth slowing you down?
Elder of Laurels: You probably know best how often you activate it here, and how much it helps.

I'm quite sure that 4xAdvocate of the beast, 4xPrimal Huntbeast, 3xEnlarge will be very good here.


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PostPosted: Wed Aug 27, 2014 5:20 pm 
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Anger of the Gods is amazing in almost any deck that can run it since tokens and goblins are everywhere. It also sweeps quite a few of Life/Death's early army including their key guildmage. I run 2 in my Gruul midrange where it sometimes pulls amazing duty with Charmbreaker Devils, clearing the board and giving you an 8/1 unblocked attack. And most of the other lategamers I run survive it (Packleader, Soul, Colossus, Shivan Dragon, Stormbreath Dragon). Elders can keep themselves or other creatures alive with enough mana.

I actually dislike that it exiles or it would be awesome with Young Wolf too.


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PostPosted: Wed Aug 27, 2014 5:58 pm 
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I'll take the exile over the young wolf synergy please. :P

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PostPosted: Wed Aug 27, 2014 8:38 pm 
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About lands in a deck, I run 6 strong ramp cards in 2 colour gruul. 3 ingot and cultivate. I usually run a combo of 5-6 of these cards in decks that ramp and splash green.

For 2 coloured decks I find 22 lands works better than 24 (given ramp which I usually use). Without ANY ramp 24 may be needed I guess.

But for 3 or more coloured decks I run 24 lands with or without ramp. I don't have land issues in my gruul deck above, 22 is perfect


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PostPosted: Fri Aug 29, 2014 9:10 am 
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beeswax wrote:
About lands in a deck, I run 6 strong ramp cards in 2 colour gruul. 3 ingot and cultivate. I usually run a combo of 5-6 of these cards in decks that ramp and splash green.

For 2 coloured decks I find 22 lands works better than 24 (given ramp which I usually use). Without ANY ramp 24 may be needed I guess.

But for 3 or more coloured decks I run 24 lands with or without ramp. I don't have land issues in my gruul deck above, 22 is perfect


Some feedback if I may....

1) If you going to run 6 ramps, I'd go with 4 Cultivate and 2 Ingot. It is plain better. Same ramp power, though 1 turn later (which doesn't matter since you only have two 1cc cards total), BUT Cultivate gets a second land, plus thins the deck of 2 lands.

2) I do not think your deck needs ramp at all. It has almost the same mana curve as mine, and I do not need it. Although I have 4 elves to help me draw early and smooth things out, and 4 Bolts for Scrying which also helps a LOT. Still, I think you should reduce the ramp a bit and add more spells that actually help you win. If you did drop your ramp, the only cards you'd need to drop is the Arbor Colossus; the GGG cost is just too hard on turn 5, with the current lands available to us; and Kozilek. Any deck you manage to play Kozilek against, even with ramp, you'd probably have beaten anyway without him.

3) Phytotitan is just plain bad. I know it combos with your Warstorm Surge, but the card is just bad. I would drop it. You can do a LOT better with 6 mana.

4) I would drop the Hydras. You do not have sufficient low cost targets in the deck to make running it worthwhile.


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PostPosted: Fri Aug 29, 2014 9:17 am 
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2bestest wrote:
I'll take the exile over the young wolf synergy please. :P


Debatable. The number of times I'd have left myself with three or more 2/2's against an empty board is way more frequent than the number of times I've been happy that the dead creatures didn't hit the graveyard.


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PostPosted: Tue Sep 02, 2014 7:47 am 
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my non premium beasts deck.
It is an aggressive build, and there is room for changes.

10 x mountain
10 x forest
4 x gruul guildgate

4 x shock

4 x kiln fiend
3 x ground assault
2 x elvish visionary

2 x goblin rabblemaster
4 x advocate of the beast
4 x bolt of keranos

4 x primal huntbeast
2 x marauding maulhorn

3 x enlarge
2 x Hunter's prowess

2 x terra stomper


So I wanted to build a non premium beast deck. 4xadvocate of the beast is a must. I don't have access to aura gnarlid+packleader, so kiln and instants + sorceries seemes like a nice option, and I played the entire clear the path spells. enlarge/hunter's prowess are great spells that activate kiln, and they have no risk with primal huntbeast, giving counters to huntbeast is also a priority.

marauding maulhorn is still sub-par, even with advocate, but it is an alternative to 4th turn huntbeast, and 5 power is nothing to sneeze at.
visionary is an alternative to 2nd turn kiln, they also a nice alternative target for a non safe enlarge.

terra stomper is a great value and a beast and is another finisher together with the 5 mana spells. against life gain or in stall, advocate of the beast wins quite often.
rabblemaster is a beast, not the kind of beast that gets counters from advocate, but he just works so great here when I have many ways to clear a path, and he turns out to be better than battering krasis. 12 beasts turned out to be enough for advocate, and you also have 2 visionaries + 4 bolts(that helps you get advocates when you have beasts or get your finishers when you have enough lands).

soul of zendikar also creates beasts, but I didn't want another card at the 6 mana slot.


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PostPosted: Tue Sep 02, 2014 12:45 pm 
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I'd run Stomper Cubs over quite a few of the cards you have chosen.


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PostPosted: Tue Sep 02, 2014 9:43 pm 
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Thanks for the build, bentz! I'll definitely try it out!

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PostPosted: Sat Sep 06, 2014 11:50 am 
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djAMPnz wrote:
Raging Wilds
Basic Deck

Spoiler


I must say this is a great gruul build! I've been playing it quite successfully for quite some time! Only two changes I've made and found (at least for me) that made the deck more competitive, are: -2 paragon (or in your new build, -2 tectonic rift), -1 wrecking ogre; +2 rabblemaster, +1 enlarge
I feel like the paragons had little impact on the deck and were fragile to attack with and removing 2 creatures for 2 spells (rift) seems to lead to a bit less consitency, I like the original creature-spell ratio. Rabblemasters are great almost in any red deck, they spawn free creatures with haste and can swing for a lot themselves if you clear the board/buff them to make sure they live. I like the ogre here, but with 4 double strike creatures in the deck already, the discard ability becomes less powerful and creatures like Kiln prefer buffs like Enlarge much more.

All in all a great deck and quite swift! Removal is gonna be your worst enemy, particularly Anger. Always a good idea to keep your instant buff against decks which might want to burn your creatures and respond by buffind your creatures in response :)

EDIT: So I've just come back to say one more time how awesome this deck is! Certainly (one of) the best aggro deck I play!!! Though I do urge you to try out 2x Rabblemaster and 3x Enlarge here, they fit the deck like a glove.

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PostPosted: Sat Sep 06, 2014 10:19 pm 
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Daninja wrote:
djAMPnz wrote:
Raging Wilds
Basic Deck

Spoiler


I must say this is a great gruul build! I've been playing it quite successfully for quite some time! Only two changes I've made and found (at least for me) that made the deck more competitive, are: -2 paragon (or in your new build, -2 tectonic rift), -1 wrecking ogre; +2 rabblemaster, +1 enlarge
I feel like the paragons had little impact on the deck and were fragile to attack with and removing 2 creatures for 2 spells (rift) seems to lead to a bit less consitency, I like the original creature-spell ratio. Rabblemasters are great almost in any red deck, they spawn free creatures with haste and can swing for a lot themselves if you clear the board/buff them to make sure they live. I like the ogre here, but with 4 double strike creatures in the deck already, the discard ability becomes less powerful and creatures like Kiln prefer buffs like Enlarge much more.

All in all a great deck and quite swift! Removal is gonna be your worst enemy, particularly Anger. Always a good idea to keep your instant buff against decks which might want to burn your creatures and respond by buffind your creatures in response :)

EDIT: So I've just come back to say one more time how awesome this deck is! Certainly (one of) the best aggro deck I play!!! Though I do urge you to try out 2x Rabblemaster and 3x Enlarge here, they fit the deck like a glove.

Those changes to look pretty sweet. I'll make them now as I can see exactly why they would make the deck better. Thanks man.

EDIT: Those changes have been made.

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PostPosted: Sun Sep 07, 2014 7:56 am 
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I've played this build a couple times and really like it. Like others, I have wanted a good home for the Cerberus, lol. I can see the Rabblemasters being a good fit but I don't think anything would make me take out a Wrecking Ogre. That beast wins games every time. If you really want a 3rd Enlarge maybe take out the Stormbreath. Don't get me wrong, he is amazing, but in this build the Ogre is better. You could maybe take out a Shock but the curve might get to be a little much doing that.

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PostPosted: Mon Sep 29, 2014 10:09 am 
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Dears,

That is my first post :D
I was trying for a while to have a deck which is not a white weenie or life/death :evil:.

So I cam up with this built.
It is quiet consistent & has proof some good results.

I will wait for your remarks & thoughts on how we can improve it :thumbsup:
1 x Fling
2 x Anger of the Gods
3 x Act of Treason
2 x Bolt of Keranos
3 x Tectonic Rift
4 x Portent of Betrayal
4 x Demolish
1 x Stormbreath Dragon
4 x Elvish Pioneer
4 x Elvish Visionary
4 x Cultivate
4 x Mold Shambler
3 x Blasting Station
1 x Kozilek, Butcher of Truth
4 x Gruul Guildgate
8 x Mountain
8 x Forest


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