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Best Build Search: Rhythm of the Wild #4 (Gruul) (Standard)

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I've been taking a look at the Ravnica Allegiance spoilers closely and a few individual cards have stood out. The fun part of this set is that it opens up equal possibilities to all mana bases, so deck builders can really explore and experiment. I'm going to do a series of "Best Builds" where I attempt to take a card I find interesting and find it a home.

Best Build Card #1: Rhythm of the Wild.

I have seen multiple pro's use this card to build gruul decks over the past week. My logic is that with this mana base we do not need to limit ourselves to two color decks. Three colored decks are easily made with the release of RA.

Here is my third attempt (Gruul)

Why gruul?
It is pretty obvious that the go to version of this deck would be a two colored version. Just makes it so much easier to cast your cards.
It does give up some elements such as card draw and removal, so I'm interested to see how it matches up.

Deck Construction:

a) Rhythm of the Wild
*the deck is built around maximizing this card, however I do not want to play a full set. While the card is not wasted in multiples, you still would rather see more creatures over a second copy.
I increased the number to 4 in all versions of the deck. Your winning is just so built around if you draw this card. You can certainly win without it, but you do so much better when it is out there.

b) Llanowar Elves
*my past experience playing stompy aggro (an archetype that I do very well with) is that games that you play a 1cmc mana dork and it is not killed before you get to use it on turn 2 have a far better win percentage then games where you don't draw it or it is killed. I don't have the exact numbers on this, but it feels significant.

c) Growth-Chamber Guardian
I'm on the bandwagon for its inclusion in any deck that can easily put +1/+1 counters on it, and Rhythm does that. Getting 3/3's that get you another copy for your hand without extra work is pretty sweet.
At worst it is a bear that has the potential to draw another bear as a mana sink mid to late game.
*GCG is one of those sweet combat trick creatures that can keep an opponent on edge during attacks, they always have to consider the pump when blocking if it has no +1/+1 counters.

d) Gruul Spellbreaker
having its own riot is nice, especially since it stacks.
gaining hexproof on your turn and shutting down Settle the Wreckage is very beneficial to the deck.

e) Kraul Harpooner
*at first I was looking at this as a sideboard card, but it has so much potential in this deck. The format is heavy with flyers, making this not only strong removal but also a card that can pump itself. A Harpooner with haste could be a very big unsuspected swing for only a 2cmc commitment.

OK, to this point the list is pretty stock with other lists I've seen online. here is where I move into my own direction.

  1. I'm not playing Pelt Collector. I'm not a huge fan of playing 1 drops in stompy decks. PC does grow and has the potential to hit 3/3 consistently and sometimes grow even bigger, however it is an awful top deck. I'd much rather play x4 copies of a real threat on an increased curve. I want to maximize Llanowar Elves by hitting a 3cmc creature into a 4cmc creature as often as possible.

  2. I'm not playing Steel Leaf Champion. It is powerful but I want to have more flexibility to play certain 4/5cmc creatures. SLC is a serious strain on the mana base.

  3. Thrash//Threat is a card which has its uses, but the token does not work with Rhythm. I'm avoiding all token generators (apologies also to Regisaur Alpha).

  4. No Carnage Tyrant in the main. I prefer to cap out at 5cmc in stompy. That is just how I prefer the decks to play.

Now for the rest of my list:

f) Rekindling Phoenix
*even better in this deck. Hello haste. Oh you killed it...hello 5/4 with haste.

g) Sharrgan Hellkite
blue just doesn't bring a quality top end creature to the deck.
Hellkite gives the deck another flyer that has built in riot.
*nice mana sink if you don't have a creature to play late or you are playing against tokens.

h) Nullhide Ferox
a massive load for any opponent to deal with.
this version of the deck has very few noncreature spells that make a huge difference, so Ferox is even better with the creature count increased.

i) Thrashing Brontodon
huge body against aggro.
provides some removal for problem cards.

***The deck is playing less noncreature spells then the other versions. This is more of a pure stompy deck list. I am playing two less noncreatures and am cutting a land in this version (3 more slots for creatures).

j) Lava Coil
*it is still the most dependable way to kill of the trouble cards early in games, while also offering utility in killing of a solid number of mid game threats as well.

Sideboard:

1) Replacement for Lava Coil
*In this format even the control decks play a decent amount of creatures. I want to be able to reach higher than Lava Coil to target Doom Whisperer and Niv-Mizzet.

Replacement 1- Vivien Reid
replaces Lava Coil versus control where it does not deal with any threats, while Vivien Reid can kill their flying creatures.
Also draws cards, something the deck dearly lacks.
*does not have good synergy with Rhythm or Ferox, but it is powerful enough to warrant an inclusion, and also is replacing a noncreature card.

Replacement 2- Verdant Rebirth
I evaluated this against Find. They both have benefits to them, however Verdant Rebirth has a use even if your graveyard is empty.
sometimes the cantrip at the end of an opponents turn, just to get an extra card, is a good backup plan in your protection spell.

2) Fiery Cannonade
*instant speed sweeper for creatures that go below this deck.

3) Deathgorge Scavenger
really strong in this deck with the possibility of haste as you can trigger it twice on entry.
graveyard shenanigans exist in the format, it is nice to have an option to answer it that still comes on a strong body.

4) Thrash // Threat
not the best removal ever, but it does serve as solid removal in this deck.
while the token is not synergistic with Rhythm, it is still a solid body.

5) Shock
*quick cheap removal with upside. never a dead card.

6) Cindervines
*not just good against control, is a total foil for all the U/R Drakes/Phoenix decks out there.

7) Collision // Colossus
takes care of the really big flyers in the format. Kills everything a Plummet would kill.
Colossus is a finisher and is a great combat trick.

In Naya I used my remaning two sideboard slots on Settle the Wreckage and in Temur I played Sleep. This was mainly as an answer to hexproof creatures. Here I'm not going to be able to out maneuver hexproof, instead I will just use combat to sort things out.
*Note-Thrashing Brontodon is the likely cut to fit these in.

8) Carnage Tyrant
*against control and some midrange matchups the plan is to go a little bigger by bringing in Carnage Tyrant and an extra land.

9) Detection Tower
*it is a way to deal with hexproof, while also adding an extra land to the sideboard that I can bring in with Carnage Tyrant.

Thoughts on the Temur version:

a) Sphinx's Foresight is a fantastic card to have in your opening hand. Really game changing.

b) Incubation // Incongruity is the perfect balance of set up your turn sequences or bail out your butt in a pinch. Big inclusion.

c) Solid sideboard editions. Disdainful Stroke and Sleep are some major sideboard cards for this deck to deal with problems cards. Spell Pierce is the perfect tempo card for this deck to help swing games as well.

d) Overall I would say that this version of the deck is very solid. You are far more likely to curve out correctly with this deck than any other version. Curving out for a stompy deck is exactly what wins or losses games.

.

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Dieses Deck scheint in Standard (Saison Oct 2018 — Oct 2019) legal gewesen zu sein!

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