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PostPosted: Mon Sep 29, 2014 10:13 am 
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This should be in the Gruul thread.

Also I hate the list because I lost to a player yesterday who cast three copies of Demolish against me in three successive turns. :)

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PostPosted: Mon Sep 29, 2014 10:23 am 
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I can understand hating playing against it :angel:

It's never easy to play without mana (no mana, no chocolat :cloud9: )
But the idea is to control the field with Bolt of Keranos / Anger of the Gods & the mana with Tectonic Rift / Demolish / Mold Shambler
Trying to speed up from our side with Elvish Pioneer / Cultivate
Then, when opponent can finally summon something, steal it with Act of Treason or Portent of Betrayal and sacrifice it with Fling / Blasting Station
As finisher, you can summon Stormbreath Dragon or Kozilek, Butcher of Truth

From mana point of view, it is enough.


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PostPosted: Mon Sep 29, 2014 10:59 am 
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I'm going to move this to the existing Gruul thread.

Thanks!

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PostPosted: Mon Sep 29, 2014 11:14 am 
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Nice first post, looks like a fun build and I like the idea behind it! Welcome aboard!

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PostPosted: Thu Oct 02, 2014 9:54 am 
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Thank you nebula.
I was thinking on how I could improve this build.

Do you think splashing a third color could help?
Or maybe replacing Elvish Pioneer by another set could help?

In general, the deck is out of solution when the opponent (as Garuuk) is doing Cultivate after Cultivate.
Or look for additional land with Rampant Growth again & again.
And then, he is putting so many creatures that I feel missing mass removal as well.

If you would have any idea, I will be glad to hear it.


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PostPosted: Thu Oct 02, 2014 1:20 pm 
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You have Anger for mass removal, so that's not too bad. This build could definitely use Ground Assault. I'd cut the Pioneers and add 3 Ground Assaults and an Inferno Titan. I'm not a huge fan of Pioneers although in this build they don't look too bad. Even though Scry is nice, I might lower the curve a bit by replacing the 2 Bolts with Shocks as well.

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PostPosted: Sun Oct 05, 2014 8:48 am 
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Feed the beast (premium deck)
24 LAND (12 Forest/9 Mountain/ 3 Non basic land
3 x Gruul Guildgate
3 x Furor of the bitten
4 x Kiln Fiend
2 x Inferno Fist
3 x Lighting Talon
3 x Marauding Maulhorn
2 x Wondering Wolf
4 x Advocate of the beast
4 x Aura Gnarild
2 x Primal Huntbeast
2 x Garruk's Packleader
3 x Enlarge
2 x Hunter's Prowess
3 x Ground Assault


The deck is based upon Advocate of the beast. I quit my previous attempt to build a pure "Advocate of the beast" engine in a mono-green deck (with Doubling season). With a red/green deck, I have a better choice in terms of beasts available and I like very much the synergy between Kiln Fiend (that is a beast too) and powerful green sorceries like Enlarge or Hunter's Prowess.
For now I have a very good ratio of win/loss.


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PostPosted: Sun Oct 05, 2014 9:14 am 
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Looks good and I don't think I've seen anyone use advocate and kiln in the same deck for some reason. I would make a couple changes here. Packleader is good but you really only have a couple cards that really go well with it (aside from it being a beast). I'd go -2 Packleaders and +2 Huntbeasts (probably the single best beast paired with advocate).

I also understand Maulhorn is a beast and works with Advocate but there's 2 red cards that are missing here (you know where this is going, lol). No Stormbreath Dragon, no Inferno Titan. I'd drop the 3rd Maulhorn for a 3rd Wandering Wolf.

Overall it looks like a solid build!

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PostPosted: Sun Oct 05, 2014 9:26 am 
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I agree. Beast tribal is an interesting build that nobody really plays.

Enlarge is also a nice card here as you can either target a regular creature and use it as removal, or put it on a Gnarlid or Wolf and deal unblockable damage that way. I also agree with the removal of the Packleaders. You're very rarely going to trigger them. I'd also maybe put in a few Titanic Growths somewhere, as the interactions with the Kiln Fiends (+7/+4!) and your unblockables are too good to ignore.

3 x Enlarge is too much, so maybe remove one and a Lightning Talon (as they're slightly costly too) Ideally a playset of Growths would be optimal, but the other two cards to remove are less clear-cut. You could also go for Tectonic Rifts. They compliment your theme of sem-unblockability, and with all that power on the board, may often be a finisher.

I disagree with putting in the Titan as a matter of necessity though. Soul of Zendikar would be better I feel if you really want to go down the Beast route as it creates Beast tokens. Don't get me wrong - the Titan is excellent, but with your build, the additional value the Soul brings may tip it in its favour.


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PostPosted: Sun Oct 05, 2014 10:28 am 
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All very good points Stevo but I have to disagree about Soul. Not that 3/3 beasts are bad but they are costly and I would say in most situations Titan would be the better option if you could choose between the 2. Neither is a bad option, but imo Titan still has the edge.

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PostPosted: Sun Oct 05, 2014 10:34 am 
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I think that for green terra stomper is where you want to be for a 6 drop


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PostPosted: Sun Oct 05, 2014 10:37 am 
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I think Terra Stomper should definitely be topping out your curve and I'll echo Nebula's suggestions to max out on Primal Huntbeasts and add in the Dragon/Titan.

Edit - Monk is a Ninja.

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PostPosted: Sun Oct 05, 2014 11:11 am 
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Thanks to all for the suggestions.

I agree with the removal of the two Packleader, too few cards in my deck can trigger the "draw 1 card" effect.
I'm very tempted to this little revolution:

-2 Packleader
+2 Doubling season
-2 Wandering Wolf
+2 Satyr oplite (or Bloodcraze neonate)

to better exploit the "+1/+1 counter spreading" granted by this type of deck, but probably it's a bit too risky.
Doubling season is my personal obsession :sick:

Otherwise and following your suggestions, I simply substitute the two Packleaders with:
+2Primal Huntbeast, that is a solid choice
OR
+2Titanic Growth, nice on Kiln Field, Wandering Wolf or Aura Gnarild
OR a mix to mantain overall balance:
-1Enlarge
-2Garruk's Packelader
+2Titanic Growth
+1Primal Huntbeast

Terra Stomper needs 3 Forests, so it can be (theorically) dangerous in a 2-color deck. Inferno Titan is a great card, but, from my absolutely newbie point of view so probably I'm wrong, its ability is underpowered in a 2-color deck and it doesn't have great synergy with other cards of this deck.

Thanks.


Last edited by fosforo on Sun Oct 05, 2014 11:13 am, edited 1 time in total.

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PostPosted: Sun Oct 05, 2014 11:13 am 
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I wouldn't go down the route of Doubling Season here personally. For the cost, there's far more cards that will make a bigger impact, and it only combos with a relatively small amount of cards in your deck.


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PostPosted: Sun Oct 05, 2014 11:20 am 
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Steve is right on Doubling Season, it just won't do enough in your list to be worth the slots.

Regarding Terra Stomper, you have 15 green sources in your manabase so it shouldn't be a problem to cast it. I'd cut a Mountain to fit in the fourth gate, though, unless you're missing it due to the bug. The Stomper is ridiculously large, has trample out of the box, and not much removal in the format can actually deal with it one-to-one. The synergy with Advocate is just gravy, really.

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PostPosted: Sun Oct 05, 2014 2:29 pm 
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I agree with Stevo and Hakeem, don't do the Doubling Season, lol.

We're all newbs at some point, for me it was back in 1990ish, lol. Seriously, Titan is hands down one of the best cards in Duels and probably even more so this year than it was in past years even. To break it down for you, a 6/6 for 6 with nothing else associated with it is in and of itself not terrible (not great by any means, but there's worse). Add in the fact that you get a free Flames of the Firebrand attached to it the instant it comes out and you already have something worth 6. Add that to every time it attacks you get a free Flames of the Firebrand and it starts getting ridiculous. As if that wasn't enough, you also get the pumping ability with the Inferno Titan to do even more damage to anything in it's path/to the face. For 6 mana, it rarely gets better than this. At any cost you are hard pressed to get that kind of value for cost.

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PostPosted: Tue Oct 07, 2014 9:11 pm 
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Here I go spamming again because I'm lazy. It shows in my deckbuilding, so I'm not ashamed of it:

[manapie 90 -w -u -b r g][/manapie]

Gruul Ramp

A one vs. one deck for Magic 2015.

60 Cards (19 :creature: , 14 :instant: , 27 :land:)

Cost 3 cards
■■■
Ground Assault
Cost 9 cards
■■
Anger of the Gods
■■■■
Cultivate
■■■
Darksteel Ingot
Cost 6 cards
■■■■
Nylea's Disciple3/3
■■
Ogre Battledriver3/3
Cost 6 cards
■■
Arbor Colossus6/6
■■■
Garruk's Packleader4/4
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■
Terra Stomper8/8
Cost 3 cards
■■■
Pelakka Wurm7/7
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Volcanic Geyser
Land27 cards
■■■■
Gruul Guildgate
13
Forest
10
Mountain

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PostPosted: Sat Oct 11, 2014 5:32 pm 
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To try to stave off boredom, I've been going back through some old concepts I had when the game released, but didn't develop much as they were lacking a few important DLC cards that I thought would be in the main game. Most still don't really work with substitutes, but I've had some good fortune with my Gruul build.

[manapie 90 -w -u -b r g][/manapie]

Absolute Power

A one vs. one deck for Magic 2015.

60 Cards (19 :creature: , 19 :instant: , 22 :land:)

Cost 12 cards
■■■■
Spire Tracer1/1
■■■
Coordinated Assault
■■
Darksteel Axe
■■■■
Furor of the Bitten
Cost 19 cards
■■■■
Elvish Visionary1/1
■■■■
Wandering Wolf2/1
■■■
Ground Assault
■■■■
Inferno Fist
■■■■
Titanic Growth
Cost 4 cards
■■■■
Aura Gnarlid2/2
Cost 3 cards
■■■
Paragon of Eternal Wilds2/2
Land22 cards
■■■■
Gruul Guildgate
10
Forest
8
Mountain


I don't want to wade through 11 pages of decks to check, so apologies if this is similar to another build. It's based on the obvious "power matters" theme in those colours (situational unblockability) so won't be entirely original.

The main innovation is that as every creature is Green, it can support lord effects, and the Trample the Paragon of Eternal Wilds gives is a nice compliment to unblockability. Still in a testing phase at the moment, so elements are subject to change, but the theme seems to be working so far and I'm happy with it.

Maniacal Rage in the DLC will probably help here. About 90% of the deck is locked though I think.


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PostPosted: Sun Oct 19, 2014 3:07 am 
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After many attempts, this is my very last build of a Gruul deck:

Feed the beast (premium deck)
24 x LAND (13xForest/9xMountain/2xGruul Guildgate)
3 x Satyr Hoplite
2 x Young Wolf
4 x Kiln Fiend
2 x Jade Mage
2 x Titanic Growth
2 x Ground Assault
4 x Advocate of the beast
2 x Cultivate
1 x Marauding Maulhorn
3 x Primal Huntbeast
2 x Hunt the Weak
1 x Stormbreath Dragon
1 x Arbor Colossus
2 x Doubling Season
2 x Enlarge
1 x Soul of Zendikar
1 x Terra Stomper
1 x Genesis Hydra


From my previous version, I completely wiped off the subtheme AURA (diverted to my new Naya deck "Aurora baestialis") focusing on Kiln Field and trying to develop the low part of the curve, inserting 5x1mc creatures (choosing from which can have a potential synergy with Doubling season) and 2xCultivate that triggers the Kiln Field effect and guarantees a mana acceleration.
Maybe I have too few beasts now, but I've obtained a very good win/loss ratio so probably the deck works well in that way.

Just for curiosity, I have obtained 8 win/2 loss but in all 10 matches I didn't ever draw "Doubling season", that in my plan would be the strongest card of the build (as well as my obsession).


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PostPosted: Sun Oct 19, 2014 3:34 am 
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fosforo wrote:
After many attempts, this is my very last build of a Gruul deck:

...

From my previous version, I completely wiped off the subtheme AURA (diverted to my new Naya deck "Aurora baestialis") focusing on Kiln Field and trying to develop the low part of the curve, inserting 5x1mc creatures (choosing from which can have a potential synergy with Doubling season) and 2xCultivate that triggers the Kiln Field effect and guarantees a mana acceleration.
Maybe I have too few beasts now, but I've obtained a very good win/loss ratio so probably the deck works well in that way.

Just for curiosity, I have obtained 8 win/2 loss but in all 10 matches I didn't ever draw "Doubling season", that in my plan would be the strongest card of the build (as well as my obsession).

This deck seems a little "all over the place." It seems like you wanted to have a bit of everything and as a result the deck got spread a little thin. Perhaps just try and figure out what it is you want the deck to do and concentrate on working towards that end game.

If you were wanting to exploit Doubling Season, perhaps try ramping into it quickly then use your big fellas to exploit it. You're not always going to draw it because of it being a two-of, but your big guys should help you win anyway. In this case I would remove a lot of the low end stuff such as Kiln Fiend and replace it with card draw, ramp and chumps to help you survive until you can get your fatties out.

If, however, you were finding you were winning before reaching the big guys and doubling season, then perhaps focus on having the small guys win quickly. I can't give you too many tips here without turning your deck into my Gruul deck so instead I'll just point you towards my one as inspiration... hopefully.

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