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This is the first in a series of decks about the ten guilds. I will be making 20 decks in total. Each will be based around a single guild, using only watermarked cards from the respective block. This deck is the Return to Ravnica Gruul deck. The requirements include:At least 2 copies of each guild's respective CharmAt least one each of the guild's respective Keyrune and CluestoneAt least one rare/mythic rare spell with X in its mana costA full play-set of both the guild's respective Guildgate and ShocklandBoth of the guild's respective legendary creatures, and finallyA full play-set of both the guild's respective Guildmage.
This deck starts out simply with lands and cards like Wasteland Viper, Zhur-Taa Druid, Pyrewild Shaman, and Burning-Tree Emissary. Later game is where things start to get fun.The four Rubblebelt Raiders in this deck are vicious and Savageborn Hydra can wipe out your opponent's life total pretty easily. The Keyrune can become a 3/2 trampler while Ruric Thar, the Unbowed attacks every turn and can still stay around to block, even to block creatures with flying. Clan Defiance is pretty cool against flying and non-flying decks, and we'll almost always use the player damaging effect. Disciple of the Old Ways is a 2/2 trampler for 1G and for R he gains first strike, which is good in early and late game. For mana ramp, use Frenzied Tilling. Destroy a land and get one of your own is really cool, and Borborygmos Enraged and Domri Rade should be later game things, as they both strengthen the deck, but take a while to use to the peak (or cast, in the case of Borborygmos).In conclusion, this deck can survive the early game and it grows extremely vicious later on.
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