368
1/16/2025
Gruumans (Gruul Humans)
Deck Size: 60
Historic
Legal
Est deck cost: $257.50
368
1/16/2025
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Human Tribal

Qty: 13 Price: $9.93
Erkenbrand, Lord of Westfold

Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.

Creature
Erkenbrand, Lord of Westfold (ltr) 123
Hanweir Garrison

Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)

Creature
Hanweir Garrison (emn) 130a
Rally at the Hornburg

Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.

Sorcery
Rally at the Hornburg (ltr) 142
Riders of the Mark

Affinity for Humans (This spell costs {1} less to cast for each Human you control.) Trample, haste At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.

Creature
Riders of the Mark (ltr) 827

Human Tribal

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Land

Qty: 24 Price: $134.84
Arena of Glory

This land enters tapped unless you control a Mountain. {T}: Add {R}. {R}, {T}, Exert this land: Add {R}{R}. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)

Land
Arena of Glory (mh3) 215
Copperline Gorge

This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {G}.

Land
Copperline Gorge (blc) 301
Forest

({T}: Add {G}.)

Land
Forest (ltr) 271
Mountain

({T}: Add {R}.)

Land
Mountain (ltr) 268
Rockfall Vale

This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 266
Rootbound Crag

This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Land
Rootbound Crag (xln) 256
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rna) 259

Land

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Pump

Qty: 3 Price: $12.97
Banner of Kinship

As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type. Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.

Artifact
Banner of Kinship (fdn) 127
Shared Animosity

Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.

Enchantment
Shared Animosity (lcc) 231

Pump

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Ramp

Qty: 5 Price: $15.27
Professional Face-Breaker

Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.

Creature
Professional Face-Breaker (j22) 581
Ruby, Daring Tracker

Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn. {T}: Add {R} or {G}.

Creature
Ruby, Daring Tracker (fdn) 245
Somberwald Sage

{T}: Add three mana of any one color. Spend this mana only to cast creature spells.

Creature
Somberwald Sage (mic) 144

Ramp

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Removal

Qty: 8 Price: $17.96
Collective Resistance

Escalate {G} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.

Instant
Collective Resistance (mh3) 147
Scorching Shot

Scorching Shot deals 5 damage to target creature.

Sorcery
Scorching Shot (otj) 145
Spiteful Banditry

When this enchantment enters, it deals X damage to each creature. Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.

Enchantment
Spiteful Banditry (ltr) 149

Removal

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Tech

Qty: 7 Price: $66.53
Champion of Lambholt

Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.

Creature
Champion of Lambholt (moc) 293
Halana and Alena, Partners

First strike (This creature deals combat damage before creatures without first strike.) Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.

Creature
Halana and Alena, Partners (fdn) 659
Parallel Lives

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Enchantment
Parallel Lives (isd) 199
Samut, Vizier of Naktamun

First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered this turn, draw a card.

Creature
Samut, Vizier of Naktamun (mat) 45

Tech

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Deck Info

Deck stats

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3 mana - 1 card
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3 mana - 1 card
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3 mana - 1 card
35 pips - 29 cards
29 mana - 23 cards
14 pips - 12 cards
23 mana - 21 cards
0 pips - 0 cards
0 mana - 0 cards
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Description

{"ops":[{"insert":"This hasty aggro deck is built around 4 amazing red human tribal cards; 3 from LOTR ("},{"insert":{"card-link":"Rally at the Hornburg"}},{"insert":", "},{"insert":{"card-link":"Erkenbrand, Lord of Westfold"}},{"insert":", "},{"insert":{"card-link":"Riders of the Mark"}},{"insert":") and "},{"insert":{"card-link":"Hanweir Garrison"}},{"insert":" from Eldritch Moon. Combined they are brutal and the rest of the deck serves to maximise their effectiveness. I settled on Gruul after trying a Boros build around these four cards and hopefully you’ll see why!\n\nFirst up, some analysis on our main protagonists.\n\nHanweir Garrison’s two tapped and attacking humans do so much for this deck. If you drop an Erkenbrand T4 after a HanGar T3, it’s pretty much game over. Erkenbrand pumps HanGar up to 3/3 as it comes down but it also sees the two human tokens created, pushing HanGar up to 5/3 and the tokens attack as 3/1s. Any other creatures already down also get the pump, e.g. two tokens from a T2 Rally, so turns 2>3>4 as Rally>HanGar>Erkenbrand is extremely powerful. Rally is also powerful as your 2nd spell in a turn as it gives haste to all humans! So T4 Erkenbrand followed by a T5 HanGar+Rally is just as effective.\n\nRiders is a beast all by itself and very easy to reduce its cost. If like above you T2 Rally and T3 HanGar, even before attacking with HanGar you have 3 humans out to reduce Riders down to a T4 4-drop. Once it bounces it creates a bunch more humans to reduce the cost even further next turn, and provides more bodies for Erkenbrand’s buff as well as the next two cards…\n\n"},{"insert":{"card-link":"Shared Animosity"}},{"insert":" is a tribal classic and well at home in this deck. Just having two Rallys and an SA in hand can do lethal by T4 (Rally>SA>Rally). Also hugely pumps the T5 HanGar+Rally combo and is superb after a Riders bounceback. The new "},{"insert":{"card-link":"Banner of Kinship"}},{"insert":" from Foundations is also excellent, a hard cast T5 without ramp but permanently pumps all your humans including any new ones to hit the field in later turns. Any human headcount 3 or higher is worth dropping BoK on.\n\nSpeaking of ramp, "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" is an excellent 2-drop even over Rally to smooth your curve, and it’s pretty easy to get its power 4 trigger with Erkenbrand, SA or Riders. "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" pays up regularly with all the swinging in and provides an impulse draw option too. The singular "},{"insert":{"card-link":"Somberwald Sage"}},{"insert":" might seem odd but ramps hard in this deck, e.g. T3 Somber > T4 Riders for 6. There are also options to give Somber haste to ramp the turn it comes down.\n\nOnto the major support tech, "},{"insert":{"card-link":"Samut, Vizier of Naktamun"}},{"insert":" is a solid T3 even over HanGar. It cantrips if it connects the turn it comes down, and given the amount of hasty creatures we’re running its common to draw multiple cards each turn from Samut. Imagine the T5 HanGar+Rally combo with Samut down, if all connect then that’s 5 mana draw 5 – in Gruul!! It’s first strike vigi also shouldn’t be underestimated, not least because it gives two combat damage triggers for Face-Breaker.\n\nSpeaking of connecting, "},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":" is sneaky. Drop it T4 after a T3 HanGar and it’ll be immediately pumped by HanGar’s tokens so that power 2 and under cannot block you. As Lambholt’s trigger is power based, it’s also improved by all the pump options (Erkenbrand, SA, BoK, etc). Having a Lambholt out at any time just ensures that our creatures which are attack/connect dependant (HanGar, Riders, Samut) will likely be unblockable.\n\nFinal support tech (aside from the obvious "},{"insert":{"card-link":"Parallel Lives"}},{"insert":") is "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":". A good Gruul all-rounder as an excellent haste enabler and ad-hoc pump. Giving HanGar a +2/+2 pump and haste is extremely good, and even putting the counters on Riders doesn’t feel wasteful as it’ll create two extra tokens when it bounces. Needless to say, a H&A pump on Lambholt is also amazing. And again because H&A’s trigger is power based, if pumped by Erkenbrand or BoK first, it’ll put on even more counters. One other hidden tech piece is on "},{"insert":{"card-link":"Arena of Glory"}},{"insert":", yet another haste option alongside Rally and H&A to ensure we remain at maximum pace.\n\nFor removal I’ve included some of my favourites. "},{"insert":{"card-link":"Scorching Shot"}},{"insert":" from Thunder Junction is very castable in a 2-color RX deck and 5 damage takes care of most things. "},{"insert":{"card-link":"Collective Resistance"}},{"insert":" is my preferred answer for artifacts/enchantments as in reserve it can give a sometimes much needed indestructible to an attacking HanGar or Riders. "},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":" is my preferred wipe despite it nonbo-ing with our human tokens. A lot of our key creatures are toughness 3 so a Banditry for X=1 or 2 doesn’t harm you too much and devastates against other token, weenie or dork decks. It’s also just great ramp, if I encounter a black-sac deck I often drop it for X=0 on T2 just for the treasure!\n\nSo that’s the deck, I’m still tuning the ratios and considering the worth of cards like "},{"insert":{"card-link":"Reinforced Ronin"}},{"insert":" over others but overall it’s very strong as-is. If you decide to build it I hope you enjoy!\n"}]}
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