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Gruul Company (Modern)

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The main purpose of this deck is to be a very very aggro company deck. You play early threats like Goblin Guide/Kird Ape, or get a little mana with an early bird while you gather mana for a Collected Company.

When you cast the company, you have a lot of options depending on what you get. You can use some of the ball lightnings/Ground Breakers for a huge swing (on your turn) or grab them to kill off high attacks from say a Gurmag Angler. Or you can grab an Eternal Witness to recur a card like a vexing devil or the Collected Company that you just used. You can also grab a Magus of the moon tot lock out a multi color opponent, or get a Burning-Tree Emissary to help dump your hand.

The main weaknesses that this deck has are counterspells and closing the game. So far, in most of my testing, at 20 lands, you are likely to only cast 1 spell a turn, which is easily countered, and as a creature based aggro deck, most of your cards will be cast on your turn, and since a lot of your creatures sac themselves, you won't have much a board presence.

As for where this decks shines, it is really good against RG Tron, as you can usually get a Magus down before they can complete, and you race faster than they do. It's also not bad against burn, suprisingly enough, as post board you can play around eidolens a bit easer than they can and have spellskites to absorb damage. And all of their creatures die to yours.

The worst matchup I've had so far is UTron, where they can just keep countering your attempts at magus until they can establish a tron, then lock you out with Wurmcoil and Sundering Titan.

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This deck appears to be legal in Modern.

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