By James Earl
James Earl continues Pixel Splatter's look at
the newly released Magic: The Gathering card set, Gatecrash, by taking a look
at the Gruul guild.
Take the burn of red with the large creatures of Green |
At first I was very reticent to all of the
Gatecrash guilds. While each of them seemed to be interesting, none of the new
guilds seemed to suit my super quick, super aggressive play-style that I had
honed with decks like Rakdos in the Return to Ravnica set. I first tried my
hand at Orzhov, believing that that might be the only one that interested me,
but after losing terribly with my first Orzhov deck, I found myself thinking
that Gatecrash might be a total bust for me.
That was until I played my first draft with
Gatecrash, and discovered the Gruul guild. Although it contained a color I
rarely, if ever, played (green), the Gruul guild perhaps best suits my style of
fast, aggressive play (shown in its red mana) while also combining it with the
sheer power of green mana.
According to Magic: The Gathering lore, the
Gruul guild was meant to help keep the wild animals and beasts of Ravnica
alive. Their job was to preserve nature at all costs and to keep Ravnica
connected to its natural roots. As Ravnica became more and more industrialized,
however, the other guilds, especially Azorius and Orzhov, began to see Gruul as
less and less relevant. The Gruul began to shrink and eventually fractured into
many different clans, but these clans all still consider themselves Gruul at
heart. They realized that they need to fight to stay alive, and quickly. Using
the natural world around them, the Gruul did fight back, and with ferocious,
wild power.
Looked down upon, the Gruul fought back! |
On the other hand, the new mechanic,
“bloodrush”, for the Gatecrash version of Gruul perfectly matches the
desperation and raw power of the Gruul. “Bloodrush” allows you, for a mana cost
lower then the actual creature cost, to discard a creature with bloodrush from
your hand in order to boost an already attacking creature you control. This can
range from giving creatures simple power and toughness boosts to granting
deadly abilities like trample and deathtouch. As a result of the low mana cost required
to play a bloodrush effect, the keyword works well as a fast acting mechanic,
allowing you to do tons of damage with one low cost creature early on in the
game. In my personal play-throughs, when all goes well you can get rid of
almost half or more of your opponent’s life with just a single early attack.
The element of surprise is one of bloodrush's best features |
The mechanic is helped by the fact that there
are great cards to back it up. Ghor-Clan Rampager, for only 1 red and 1 green
mana, allows you to boost a creature by +4/+4 and give it trample, making you
almost certain to damage to a player regardless of whether they block or not.
Wasteland Viper’s bloodrush allows you to give a creature +1/+2 and deathtouch,
letting you to save your creature from a block and ensure the death of anything
that gets in your way. If you just want to hit hard, Slaughterhorn, for only 1
mana, gives you a +3/+2 boost that can hit your opponent where it hurts. The
nice thing about bloodrush is that it is put on creatures that, if you are
running out of board presence, are good on or off the field. Bloodrush also
doesn’t count as a spell, so good luck to blue control players who can’t
counter it.
The thing that holds the Gruul guild back is that its non-bloodrush cards seem to be a bit limited. While other options can certainly help with trying to give your (most often) one attacking creature an open field, they don’t leave you many options for dealing with creative opponents who build decks with a lot of removal. Things like Ground Assault (which does damage equal to the amount of lands you have to only creatures) and Serene Remembrance (which gives you three cards plus Serene Remebrance itself back from the graveyard to your library, allowing you to re-use bloodrushed cards) seem to have very limited utility and might not give you a ton of help. Gruul also has absolutely no flying creatures, so while cards like Clan Defiance and Gruul Charm try to stop the flyers, if your opponent has a lot of them you’re probably in trouble. Another drawback is that you need to be very careful with using bloodrush, as a smart opponent will hold back and wait for you to power up your attacker and then blow it away with instant-speed removal, making you waste your resources for nothing. In this way a simple Unsummon, Doom Blade or similar card can be a devastating blow.
This does nothing for Bloodrush. |
Overall, Gruul is one of the fastest guilds in
Gatecrash, second only to Boros. But don’t let its speed fool you; Gruul isn’t
about quickly nicking away at your health like Rakdos, for example. For Gruul,
it’s all about quickly taking you down with a big, early punch to the gut. The
Gruul say that, “The only law that matters in the world is the law of nature.”
For the Gruul, packing a large punch is only natural.
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