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Watch gameplay of this deck with Sarulf, Realm Eater on the Magic Aids YouTube channel!https://www.youtube.com/watch?v=F7ludyLsDrQ&t=40s
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NOTE: Set by owner when deck was made.
Let me know what you Big Boys think of Sarulf and the deck! :)
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I like seeing the big bad wolf in action already ;)You mentioned you didn't think a deck could be built around sarulf, but I wonder if Time of Need wouldn't make it possible to go huff and puff more frequent.Since notifications only stay active for a while I guess you've overlooked my message about how all the ikoria mutate creatures and companions have very perverse names...With mtg calling your "handle" to dirty, they have soiled their own pants all over.Few know that the R&D department is constantly trying to sneak perversities past the censorship department, and with ikoria they managed to smuggle two larger theme groups through, which is generally unheard of.Take archipelagore for instance, it's name means "through fleshy arches" (google archi, pela and gore individual)Vulpikeet sounds like vulpic eat, necropanther sounds like necro panter, and so on.
Time of Need would be interesting! My only concern is that in removal-heavy matchups, the Sarulf-or-nothing approach might backfire :(
It would take some cards to focus on it.Spellskite and that phyrexian blessing would probably be enough.The blessing doubles up and saves spellskite which has several uses.A better question would be if time of need could bring other legends to the table that supports the deck.Back when time of need was printed, it wasn't interesting enough, but since then legends have become a lot more frequent and much cheaper too.
Took a quick look and only found hogaak and kalitas to be worthy of time of need, though I only searched for past stables.Graft creatures might be a secondary solution. (Transfer fate)Also kami, and other death effect creatures, and creatures that can comeback from the grave.Rotting rats and other graveyard haste beings.
After some consideration, I've come to the realization that sarulf is really just a tarmogoyf with an inbuilt engineered explosives. You don't need to fire it I you are in control, and it has the potential to grow larger than the original. This means, it's best played in a traditional tarmogoyf shell, where you can exploit that you can now play 8 goyfs.Since it does compete for deck space with the other goyfs and can only be played a turn later, and is a legend I'd say it's best to play three ordinary goyfs and 2 sarulf.