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Gatecrash Set Review (Gruul)

Welcome back for part six of my Gatecrash Review for Gruul.

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Constructed Rating

5 – Not only does this card go in every deck that plays those colors but you should warp your deck so that this card is part of it.
4 – If you play these colors this card will appear in your maindeck.
3 – This card will appear in a large portion of the decks across formats that can support it or a guaranteed sideboard staple for years to come.
2 – This card will see moderate play in Standard or Modern or will be a decent sideboard card in all formats.
1 – A moderate sideboard card at best and may see some main deck play.
0 – This should never see any serious constructed play.

Limited Rating

5 – Pack 2, Pick 1. Yeah it’s that good you should warp your deck for after opening this.
4 – This will always see play in if your deck can support it or it will be hate drafted for sure.
3 – A limited deck staple that will push your deck over the top and win games.
2 – The bread and butter of most limited decks.
1 – Cards that will be added to your deck to fill those last slots.
0 – NEVER play this card.

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Red

[card]Scorchwalker[/card]

Constructed – 0

This thing needs Haste. It still wouldn’t see play but Haste would be nice.

Limited – 2

The power that this cards represents is huge and can be backbreaking if undealt with.

[card]Skinbrand Goblin[/card]

Constructed – 0

Well costed though will not see Standard play.

Limited – 2

This is a very solid card and will be a staple of many a deck.

[card]Viashino Shanktail[/card]

Constructed – 0

There are very few Bloodrush cards that will see constructed play and this is certainly not one of them.

Limited – 2

A first striker is always worthwhile in limited and Bloodrush is an added bonus.

[card]Wrecking Ogre[/card]

Constructed – 1

While this won’t be wrecking the constructed tables, I can certainly see this being played a little as Double Strike is always relevant.

Limited – 4

I can’t see passing this card up under any circumstances. The Bloodrush can win you the game and at worst you get a 3/3 Double Striker.

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Green

[card]Disciple of the Old Ways[/card]

Constructed – 0

While this card might be a house in the olden days, today it is no longer relevant.

Limited – 2

Hello [Card]Grizzly Bears[/Card] with First Strike.

[card]Scab-Clan Charger[/card]

Constructed – 0

If you see this charging, just walk away. Walk away.

Limited – 2

The Bloodrush replaces Reach on [Card]Giant Spider[/Card] making this card decent, however Reach was huge for decks that weren’t able to go all out from the get go.

[card]Skarrg Goliath[/card]

Constructed – 0

At least Bloodrush gives Trample.

Limited – 1

See Casting Cost, section Uncastable. Also falls under subsection of Untapping with this wins games.

[card]Slaughterhorn[/card]

Constructed – 0

Until decks with [Card]Stonebar Crocodile[/Card] and [Card]Giant Growth[/Card] are played in standard, this will never be played.

Limited – 2

This is the bread and butter creature you want to be picking. The body passes the vanilla test and the Bloodrush is a nice added bonus.

[card]Wasteland Viper[/card]

Constructed – 0

Unfortunately since Bloodrush is only attacking creatures, this won’t see any play.

Limited – 2

Deathtouch is powerful on a creature in Limited and drawing this late can even be beneficial as you can slow roll the Bloodrush.

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Gold

[card]Borborygmos Enraged[/card]

Constructed – 1

The flavour on this card seems very weird and there is certainly potential for this though outside of EDH I don’t expect to see him pop up very much.

Limited – 2

Outside of the prohibitive casting cost he is a fattie that will impact the game and once you cast him you shouldn’t have any greater casting costs so all your land draws are basically [Card]Lightning Bolts[/Card]

[card]Clan Defiance[/card]

Constructed – 2

There are a lot of fireball like effects running around standard now but one of the things that makes this spell stand out is a lot of the Standard decks are based on a few creatures, turning this spell into a potential to sweep away your opponents only relevant creature with the added bonus of doming them as well. If you get to hit two creatures, that’s just gravy.

Limited – 4

Getting rid of a threat and doming your opponent is very good, especially in limited where mana can pile up.

[card]Domri Rade[/card]

Constructed – 3

Yes I rated him higher than Gideon, calm down and let me explain. He produces card advantage in colors that do not get card advantage at a rate that is slightly below that of [Card]Jace Beleren[/Card].

Quick Math Aside: Jace’s -1 ability nets 1 card and +2 nets 0 cards meaning in three turns going to -1, -1 and +2 gets you 2 cards or 0.67 cards per turn.
Domri’s +1 in a deck with 28 to 30 creatures gets you 0.49 cards per turn.

Being able to come down on turn 2 gets around most counter magic and will be a burden for most decks to deal with. His -2 ability allows for semi protection and his ult produces an emblem that is insane.

Limited – 4

Card advantage in the aggro limited decks, semi-protection/removal and most gruul creatures will be bigger than your opponents’ and the emblem is game over. Only problem is he can’t win you the game himself but he can find you ways to do just that.

[card]Frenzied Tilling[/card]

Constructed – 0

Well they brought back a card from Invasion block. Crossing my fingers the next one is [Card]Vindicate[/Card]

Limited – 1

It ramps yourself while stalling your opponent. I don’t expect this to be a limited staple but I wouldn’t fault anyone for playing a copy.

[card]Ghor-Clan Rampager[/card]

Constructed – 0

Normally LSV would be on a rampage with his puns, guess I’m just not up to snuff.

Limited – 2

Not only does it pass the Vanilla test but Bloodrush gives you a little extra kick.

[card]Ground Assault[/card]

Constructed – 0

There exists far better removal than this.

Limited – 1

[Card]Harvest Pyre[/Card] was certainly playable in Limited and I think this will see a little play as well though not being an Instant certainly hurts.

[card]Gruul Charm[/card]

Constructed – 1

The only mode that had ever seen real tournament play is the 3 damage to flyers but the reason it sees play is because it is one half of [Card]Firespout[/Card] and that is not enough incentive to have this see play.

Limited – 1

The first and last modes can actually be relevant as on the Gruul plan you’re going to want to smash, smash, smash and those two modes will help with combat. The second mode will only see play if you’re opponent has the [Card]Simic Manipulator[/Card].

[card]Gruul Ragebeast[/card]

Constructed – 0

I would be filled with rage if I lose a game to this. Luckily since this is unplayable I do not foresee that happening.

Limited – 2

The ability is actually quite freaking awesome and the body provides a huge impact. Just make sure you can reasonably get to seven mana.

[card]Primal Visitation[/card]

Constructed – 0

You may need to visit the insane asylum if you think this is playable.

Limited – 0

At five mana I don’t know what creature truly wants Haste. Even the 3/3 boost is not worth the five mana.

[card]Rubblehulk[/card]

Constructed – 0

While he may seem decent in a massive ramp deck the real problem with this he doesn’t have trample so he’s really just a vanilla fatty.

Limited – 4

So this is a super fatty with a Bloodrush ability done very VERY right.

[card]Ruination Wurm[/card]

Constructed – 0

[card]Ruination[/card] will befall you should you play this card.

Limited – 2

Sometimes you just need dinosaurs.

[card]Signal the Clans[/card]

Constructed – 1

Normally tutors are the nuts but this one seem very odd to me. You do get one of three random creatures but in a pinch most times you will be disappointed.

Limited – 1

Same thing. It gets you a random creature and thins your deck.

[card]Skarrg Guildmage[/card]

Constructed – 0

Unlike the other unplayable Guildmages, this one doesn’t even have ridiculous infinite combos.

Limited – 3

Yeah making 4/4 lands with a bunch of leftover mana is awesome.

[card]Zhur-Taa Swine[/card]

Constructed – 0

Are you getting boared of these puns yet?

Limited – 2

A well costed fatty with a less expensive Bloodrush activation. Yes please!

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Hybrid

[card]Burning-Tree Emissary[/card]

Constructed – 1

Modern Shamans got a new card.

Limited – 2

Not only does it pass the bear test but it has the potential to get you another bear. Seriously turn 2, land play two dudes is a good thing.

[card]Pit Fight[/card]

Constructed – 1

I’m guessing they got tired of printing [Card]Prey Upon[/Card]. That being said the Instant speed can be relevant and the fact that it doesn’t have to be an opponent’s creature has some potential.

Limited – 1

This is situational removal and occasionally you lose a guy but in these colors your creatures should be bigger.

[card]Rubblebelt Raiders[/card]

Constructed – 2

[Card]Hellrider[/Card] is the better card right now but this guy can certainly pack a wallop in the right deck.

Limited – 3

This is [Card]Raging Ravine[/Card] in Creature form with a better ability. It also presents a must answer threat otherwise the game will be over very quickly.

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Artifact

[card]Gruul Keyrune[/card]

Constructed – 0

There exists much better mana ramping for these colors.

Limited – 2

With all the fatties in Gruul I certainly want this for ramp and while I realize a 3/2 for two mana is good, I would of preferred seeing some like a 4/1 beater.

* * * * * * *

Everyone knew coming in what to expect from Gruul: fatties. It’s goal from the get go was always smash, smash and smash some more just in case. The constructed possibilities from Gruul are certainly interesting as they have cards that do exactly what you would expect in smashing but there are also a few cards that buck the trend of fatties smashing and offer a different perspective. [Card]Burning Tree Shaman[/Card] comes to mind as a possibility and [Card]Domri Rade[/Card] represents the only clan affiliated Planeswalker in this set so people will definitely be looking in that direction.

As for limited, Bloodrush gives Gruul an extra added quick as it turns their spells into split cards, allowing for holding back cards while your creatures on board do all the work, avoiding any major kind of wrath and catastrophe. Finally it’s guild leader, [card]Borborygmos[/card], is probably the most underrated card in the set, and I expect him to smash his way to a few top tables.

Top 5 Constructed Cards

5. [card]Borborygmos Enraged[/card]
4. [card]Signal the Clans[/card]
3. [card]Rubblebelt Raiders[/card]
2. [card]Domri Rade[/card]
1. [card]Burning-Tree Emissary[/card]

Top 5 Limited Commons/Uncommons

5. [card]Zhur-Taa Swine[/card]
4. [card]Gruul Keyrune[/card]
3. [card]Ghor-Clan Rampager[/card]
2. [card]Slaughterhorn[/card]
1. [card]Skarrg Guildmage[/card]

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That wraps up part six of my set review. Once again, thanks for reading and check back later for part seven: Orzhov. You should also check out the Horde of Notions Podcast, sponsored by Face to Face Games, on MTGCast.

William

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