There are a few green card draw cards both burst draw based on creature power and ongoing draw based on casting large creatures you'll want to include.
And don't forget removal, you have artifact and enchantment removal and Beast within.
Maybe include cards that disrupt opponents ability to do stuff such as Dosan the Falling Leaf, Collector Ouphe, Creeping Corrosion, Tranquil Grove etc. Does depend if you want to play many artifacts/ enchantments but sometimes being able to hose decks that rely on them whilst sticking to your own game plan can be good.
My advice? Read up on a few things like the edhrec link darrenhabib posted and maybe some decklists from the database in this forum. See if there's any cards in there you like/have access to and throw them in. Then fill the rest of the slots with stuff out of your collection and/or buy some cards to fill the gaps.
I also find the 8x8 method handy as a starting point. If you google it you'll find loads of examples, but the idea is you identify 8 things you want your deck to do, find 8 cards for each category. That's 64 cards, plus your commander is 65, then you add 35 lands and job done. It's not the be all and end all of deck construction, but it's a useful heuristic to start from.
Gruun has the power but needs to find a way to connect. You should pack the deck with protection for him (hexproof) and abilities to push him through (trample, menace, can’t be blocked). Oh, and probably haste.
Also, i hope this was where to post this question. I don't really know!
Right in one. This forum is for the general questions and discussions, like this, and once you get a decklist going and want some feedback, you'll want to make that thread in one of the decklist forums. Welcome to the forums!
Hi guys! I am building my first mono green grunn lonely king commander deck. Any suggestions on what to do?
Typically, I recommend starting with a two or three color deck, simply because mono-color decks tend to have one facet of gameplay that they are inherently weaker on, and it can take a bit to compensate for it - but I feel that Green and Black are actually the most rounded of the mono-colors, so you can certainly make it work. Green is naturally weak in the following ways: Flyers. Creature Removal. Card draw is dependent on lands or creatures. Each of these can be overcome, but you'll want to give special attention to them.
Grunn is actually surprisingly open ended, and you can take him a number of directions. Since he has a lot of power on his own, you don't actually need to focus your deck to supporting him to have him be a threat. Generally, the more focused your strategy is, the more powerful the deck in that regard, but also the more vulnerable it is. If you put all your eggs into Killing people with only Grunn, your deck will have problems if they're able to consistently remove him. You'll still want some support for him, such as trample, haste, protection, etc, to ensure he connects. I usually like equipment: Swiftfoot boots, Fleetfeather sandals, Loxodon Warhammer, etc. You'll also want a fair amount of ramp. First off, it'll help you get him out sooner, plus you'll want to be able to kick him, and of course, as he gets removed he'll cost more and you don't want to get locked out of casting him simply because he's gotten too expensive.
Since Grunn is big, and gets bigger, you may want to go with a "Bigger is Better" theme, with cards to utilize that such as Rishkar's Expertise, or various fight cards to handle your removal.
Mass removal will be the hardest hole to fill, so you'll want some artifacts like Perilous Vault and Oblivion Stone.
I always take EDHrec with a grain of salt. It compiles the most popular cards for each Commander, so you'll get a list of good generic cards of that color, as well as cards that are specifically synergistic with your commander - Which is great, however it will leave you with a very generic deck, and doesn't really build the synergy off of other cards. If a Commander has several popular builds, it can also end up a bit chaotic. It's a good place to start - but don't get hung up on it.
I also find the 8x8 method handy as a starting point. If you google it you'll find loads of examples, but the idea is you identify 8 things you want your deck to do, find 8 cards for each category. That's 64 cards, plus your commander is 65, then you add 35 lands and job done. It's not the be all and end all of deck construction, but it's a useful heuristic to start from.
This is actually a great method, however I do it a bit differently. I find that 35 lands can be a bit low, and recommend 40 lands instead. When I built a quick deck with my nephew for him to play (he was 11 at the time), I used a simple method to help him build: 10 ramp, 10 draw, 10 answers, 10 small/cheap threats, 10 medium threats, 10 large threats. From there, we could look at the curve and tweak/cut as needed. Obviously, it's not a perfect method, many cards can fit into multiple categories. Tireless Tracker can be both a small threat and card draw, for example, but it's a good starting block.
arena!!! it's not the greatest, but it's one of those few lands that can help you deal with blockers (the tapping of your creature is part of the effect, not the cost, so you can declare attacker, and before declare blockers, you can make grunn fight a potential blocker).
so some other fight cards could also work. I have a soft spot for arena, so that's why i mentioned it.
If you don't know about EDHREC then it has a lot of cards that people run in their deck list. Give this a scan first.
https://edhrec.com/commanders/grunn-the-lonely-king
Post a list of cards that you are interested in and then we can potentially help from there. Also let us know if budget is important.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Cards like Strata Scythe, Sword of the Animist, back up beaters like Dungrove Elder, Omnath. Locus of Mana,
All the mana doublers. caged sun gauntlet of power etc.
There are a few green card draw cards both burst draw based on creature power and ongoing draw based on casting large creatures you'll want to include.
And don't forget removal, you have artifact and enchantment removal and Beast within.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Maybe include cards that disrupt opponents ability to do stuff such as Dosan the Falling Leaf, Collector Ouphe, Creeping Corrosion, Tranquil Grove etc. Does depend if you want to play many artifacts/ enchantments but sometimes being able to hose decks that rely on them whilst sticking to your own game plan can be good.
For a similar stompy Esque deck, I recommend this one. http://tappedout.net/mtg-decks/dumb-green-things-1v1/
Steel Sabotage'ng Orbs of Mellowness since 2011.
My advice? Read up on a few things like the edhrec link darrenhabib posted and maybe some decklists from the database in this forum. See if there's any cards in there you like/have access to and throw them in. Then fill the rest of the slots with stuff out of your collection and/or buy some cards to fill the gaps.
I also find the 8x8 method handy as a starting point. If you google it you'll find loads of examples, but the idea is you identify 8 things you want your deck to do, find 8 cards for each category. That's 64 cards, plus your commander is 65, then you add 35 lands and job done. It's not the be all and end all of deck construction, but it's a useful heuristic to start from.
Dragonlover
Lathliss Dragon Queen - All dragons all the time!
Mono-White Mono-Legends
Ruhan of the Fomori
Molimo, Maro-Sorcerer
Storrev, Devkarin Lich
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Typically, I recommend starting with a two or three color deck, simply because mono-color decks tend to have one facet of gameplay that they are inherently weaker on, and it can take a bit to compensate for it - but I feel that Green and Black are actually the most rounded of the mono-colors, so you can certainly make it work. Green is naturally weak in the following ways: Flyers. Creature Removal. Card draw is dependent on lands or creatures. Each of these can be overcome, but you'll want to give special attention to them.
Grunn is actually surprisingly open ended, and you can take him a number of directions. Since he has a lot of power on his own, you don't actually need to focus your deck to supporting him to have him be a threat. Generally, the more focused your strategy is, the more powerful the deck in that regard, but also the more vulnerable it is. If you put all your eggs into Killing people with only Grunn, your deck will have problems if they're able to consistently remove him. You'll still want some support for him, such as trample, haste, protection, etc, to ensure he connects. I usually like equipment: Swiftfoot boots, Fleetfeather sandals, Loxodon Warhammer, etc. You'll also want a fair amount of ramp. First off, it'll help you get him out sooner, plus you'll want to be able to kick him, and of course, as he gets removed he'll cost more and you don't want to get locked out of casting him simply because he's gotten too expensive.
Since Grunn is big, and gets bigger, you may want to go with a "Bigger is Better" theme, with cards to utilize that such as Rishkar's Expertise, or various fight cards to handle your removal.
Mass removal will be the hardest hole to fill, so you'll want some artifacts like Perilous Vault and Oblivion Stone.
I always take EDHrec with a grain of salt. It compiles the most popular cards for each Commander, so you'll get a list of good generic cards of that color, as well as cards that are specifically synergistic with your commander - Which is great, however it will leave you with a very generic deck, and doesn't really build the synergy off of other cards. If a Commander has several popular builds, it can also end up a bit chaotic. It's a good place to start - but don't get hung up on it.
This is actually a great method, however I do it a bit differently. I find that 35 lands can be a bit low, and recommend 40 lands instead. When I built a quick deck with my nephew for him to play (he was 11 at the time), I used a simple method to help him build: 10 ramp, 10 draw, 10 answers, 10 small/cheap threats, 10 medium threats, 10 large threats. From there, we could look at the curve and tweak/cut as needed. Obviously, it's not a perfect method, many cards can fit into multiple categories. Tireless Tracker can be both a small threat and card draw, for example, but it's a good starting block.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
so some other fight cards could also work. I have a soft spot for arena, so that's why i mentioned it.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom