I. Forward:
Gruul Zoo or RG Aggro is meant to be an aggressive build that wins the game on the back of its animals by or before mid-game. It is not as fast as some decks like infect, Auras, or affinity, but its not as easy to hate out. It also isn't as straight forward as Rdw/burn, because it cares about keeping it's creatures alive for value, rather than just continual damage.
Zoo gets its name because it relies on the best creatures ever printed in magic to get the job done. Ironically, most of zoo's creature choices are animals. Thus the name sticks. As the name in implies, to us, creatures are the name of the game, and the more fast and efficient they are, the better.
If your looking for an aggressive deck that can be incredibly fast and explosive, and love to dump your hand and turn things sidewise, then Gruul is right for you!
This is the core of Zoo. Very thing aims to be agressive and hit as quick and hard as possible. But! Before we can go into the next card choices you have to pick one of 2 routes here:
Do I use Wild Nacatl and go Naya colors, or do I go pure GR for greedy, but powerful GG and RR spells and a much more stable and not painful mana base? I'd highly suggest you watch the video primer at this point for advice.
Once you figure that out, heres whats left to choice from:
III. Other Card Options: Lands: Fetch Lands- These guys are your best friends. Easy access to your g/r mana, easy access to splashed mana. Shock lands: See above, make connection. Fast Lands- These are your second best lands. They let you play lands fast and easy. You are rarely past 3 lands anyways. Slayer's Stronghold/ Kessig Wolfrun/Galvony Township- Not really used much, but always an option. I generally perfer strong hold as it gives haste and doesnt take a ton of mana, but take it as you will. Treetop Village/Raging Revine/ Stirring Wildwood/ Lavaclaw Reaches- Manlands, they help against sweepers, and can help push through damage. Usually Gruul Zoo never gets that far in the game, but if your stretching to midrange, check these guys out.
Creatures:
These guys need no introduction. Depending on what you pick you could be getting reach, speed, or big bodies.
Burn:
Some of these feed Goyf, others have various means of effectiveness. Some are better against control, and some against aggro None are as good as lightning bolt, but the deck doesn't focus on removal too highly.
Boros Charm- Good against control and removal. Pillar of Flame- Kills finks and voice of resurgence dead! Seal of Fire- Proactive. You can cast it with free mana, and let it hang out. Feeds goyf. Searing Blaze- The best spell against other aggro. Tarfire- Feeds goyf pretty much. Lightning Helix- And then we come to the spell that costs one more, for the upside of gaining 3 life. 6 point difference point swing, and destroys aggro decks!
Others:
These are other spells that don't fall in the above category but are still worth mentioning. Path to Exile- Something in the way of your creatures? Not anymore. While it's a downside is giving them tempo, generally the stuff that doesn't die to above, dies to path much later in the game when the tempo doesn't matter. Dismember- Paths 5-8 if needed. Better in light white splashed decks Rancor- Makes your 1 mana dudes hit even harder. Vines of Vastwood- Void removal with a pump? Yes, please. Domri Rade- A source of card advantage and removal rolled into one. Elspeth, Knight Errant- Super flying aggro! Ajani Vengeant- burn and board control
IV. Side Options:
Some of these can be cards from main deck options above. I will also list cards only once here, like Grafdigger's Cage, which nukes graveyard combos, but is primarily a graveyard hate, thus won't also be in combo hate.
Also, this list includes white cards, but I don't suggest it if you can help it. Even with the light white splash, its hard to cast most 1/2 cmc cards that have white, and impossible to cast anything with double white.
To clarify for anyone wondering, this is part of the reboot threads. Gruul Zoo has been split from the the main small Zoo thread. As such, if you wanna cut tarmo or add in crazy things like Strangleroot giest, stormblood berserker, or even Eidolon of the Great Revel, feel free! The focus on this deck style is green red beat up aggro, not zoo
Be a lemming hunter. Don't be a lemming. Really, all you had to do was explain to him the popularity metric, not give him the lemming hunter manifesto...
I think one thing that could help this thread is a section that details the advantages and disadvantages of going straight RG instead of Zoo. You went into it a little bit with this line: "Do I use Wild Nacatl and go Naya colors, or do I go pure GR for greedy, but powerful GG and RR spells and a much more stable and not painful mana base?" But I feel like you could elaborate upon this a bit more.
I'm very interested in this as I'm getting kind of burned out on my WW modern deck. Is Goblin bushwhacker going in the wrong direction for this deck? It's RR, but it pumps everything and can give haste if played after a BTE turn 3.
I'm very interested in this as I'm getting kind of burned out on my WW modern deck. Is Goblin bushwhacker going in the wrong direction for this deck? It's RR, but it pumps everything and can give haste if played after a BTE turn 3.
No sounds up its alley. It can still, at worst, pump E1 turn 2 by entering as a 2/1, but seems like a great turn 3/4 finsiher. If you cast E1 into BBE into Flinthoof. On turn 3 you should have them at 17, casting a ape followed by bushwalker, you swing for 16, dropping them to 1.
I'm very interested in this as I'm getting kind of burned out on my WW modern deck. Is Goblin bushwhacker going in the wrong direction for this deck? It's RR, but it pumps everything and can give haste if played after a BTE turn 3.
No sounds up its alley. It can still, at worst, pump E1 turn 2 by entering as a 2/1, but seems like a great turn 3/4 finsiher. If you cast E1 into BBE into Flinthoof. On turn 3 you should have them at 17, casting a ape followed by bushwalker, you swing for 16, dropping them to 1.
Sounds cool.
Awesome to hear some support. Once I get a list ironed out and some testing done, I'll post up results and such.
So far in testing, without fetchlands to further land fix, I feel like Kird ape and flinthoof aren't fully powered up. I've been considering replacements for them. At least the ape because I feel like Cackler will be more consistent 2 power threat turn 2 or further. Is this a poor thought, or a consistency choice I should make for my current budget?
As for the benefits beyond budget, I feel Gruul has extremely explosive power and can just kill you by turn 3-4. You're going to have less life loss and very rarely miss a color you need to end an opponent quickly. BTE can also cast most, if not all of your spells when you chain her. It's pretty powerful to go turn 1 GG, turn 2 chain BTE and drop a rancor followed by a Goblin guide.
Yeah, its hard to accomplish with out fetches. I've seen people play 4 stomping ground, 4 mountain, 3 forest before though to alright success.
The difference between cackler and ape isnt the beat down, its the butt. 3 toughness evolves E1 into a 3/3. Also turn 1 stomping into ape blocks alot of threats so it can play defenceive as well.
Yeah, I was just thinking of the times it's not active. I do enjoy triggering E1. I ran it tonight at my local modern games. Round one was horrible luck and I was the only one that the kid comboed out turn 3 both games against me with storm.
Second round bye
Third, played a strange Mono green devotion and slaughtered him in two games.
last round, played american control. Flooded game one, curved out and decimated him game 2, and flooded to 9 game three. Probability was not with me tonight. Not to mention, I ended up not being able to get the Vexing devils to complete my list, so it was a budget list of a budget deck.
When I tried Pharika in Melira Pod against Zoo, she didn't swing games for me that often because my guys couldn't die fast enough and Zoo kept slamming in early fatties. I could generally only make one token per turn with her.
Against Pharika, exile their guys if possible (PtE, Pillar of Flame) and try to keep good opening hands (hope for 3+ creatures). If Pharika actually does help them stabilize, though, you're likely toast.
Would going up to 20 lands and running a few Thrun in a control heavy meta be a bad idea? I'm going to be running the vexing devils next normal modern tournament which will be next Thursday. Tuesday is a modern tribal at my LGS next week.
Zoo
"Those who regard the Gruul as savage simpletons underestimate the subtle power of their shamans."
All about Zoo!
Focused on just Gruul Zoo
http://youtu.be/TfTAi4HR-hY
I. Forward:
Gruul Zoo or RG Aggro is meant to be an aggressive build that wins the game on the back of its animals by or before mid-game. It is not as fast as some decks like infect, Auras, or affinity, but its not as easy to hate out. It also isn't as straight forward as Rdw/burn, because it cares about keeping it's creatures alive for value, rather than just continual damage.
Zoo gets its name because it relies on the best creatures ever printed in magic to get the job done. Ironically, most of zoo's creature choices are animals. Thus the name sticks. As the name in implies, to us, creatures are the name of the game, and the more fast and efficient they are, the better.
If your looking for an aggressive deck that can be incredibly fast and explosive, and love to dump your hand and turn things sidewise, then Gruul is right for you!
II. Core of the Deck:
1 Mountain
4 Stomping Ground
4 Copperline Gorge
4 Kird Ape
4 Burning-Tree Shaman
4 Flinthoof Boar
4 Tarmogoyf
4 Ghor-Clan Rampager
This is the core of Zoo. Very thing aims to be agressive and hit as quick and hard as possible. But! Before we can go into the next card choices you have to pick one of 2 routes here:
Do I use Wild Nacatl and go Naya colors, or do I go pure GR for greedy, but powerful GG and RR spells and a much more stable and not painful mana base? I'd highly suggest you watch the video primer at this point for advice.
Once you figure that out, heres whats left to choice from:
III. Other Card Options:
Lands:
Fetch Lands- These guys are your best friends. Easy access to your g/r mana, easy access to splashed mana.
Shock lands: See above, make connection.
Fast Lands- These are your second best lands. They let you play lands fast and easy. You are rarely past 3 lands anyways.
Slayer's Stronghold/ Kessig Wolfrun/Galvony Township- Not really used much, but always an option. I generally perfer strong hold as it gives haste and doesnt take a ton of mana, but take it as you will.
Treetop Village/Raging Revine/ Stirring Wildwood/ Lavaclaw Reaches- Manlands, they help against sweepers, and can help push through damage. Usually Gruul Zoo never gets that far in the game, but if your stretching to midrange, check these guys out.
Creatures:
These guys need no introduction. Depending on what you pick you could be getting reach, speed, or big bodies.
Burn:
Some of these feed Goyf, others have various means of effectiveness. Some are better against control, and some against aggro None are as good as lightning bolt, but the deck doesn't focus on removal too highly.
Boros Charm- Good against control and removal.
Pillar of Flame- Kills finks and voice of resurgence dead!
Seal of Fire- Proactive. You can cast it with free mana, and let it hang out. Feeds goyf.
Searing Blaze- The best spell against other aggro.
Tarfire- Feeds goyf pretty much.
Lightning Helix- And then we come to the spell that costs one more, for the upside of gaining 3 life. 6 point difference point swing, and destroys aggro decks!
Others:
These are other spells that don't fall in the above category but are still worth mentioning.
Path to Exile- Something in the way of your creatures? Not anymore. While it's a downside is giving them tempo, generally the stuff that doesn't die to above, dies to path much later in the game when the tempo doesn't matter.
Dismember- Paths 5-8 if needed. Better in light white splashed decks
Rancor- Makes your 1 mana dudes hit even harder.
Vines of Vastwood- Void removal with a pump? Yes, please.
Domri Rade- A source of card advantage and removal rolled into one.
Elspeth, Knight Errant- Super flying aggro!
Ajani Vengeant- burn and board control
IV. Side Options:
Some of these can be cards from main deck options above. I will also list cards only once here, like Grafdigger's Cage, which nukes graveyard combos, but is primarily a graveyard hate, thus won't also be in combo hate.
Also, this list includes white cards, but I don't suggest it if you can help it. Even with the light white splash, its hard to cast most 1/2 cmc cards that have white, and impossible to cast anything with double white.
Graveyard
Artifact/Enchantment
Ramp/land
Combos
Control
Midrange
Tempo
Aggro
Others
V. Sample Lists:
eagle420t (3-1)
Modern Daily #7001242 on 04/18/2014
Download a .dek file for use in Magic Online
Main Deck
60 cards
1 Forest
1 Misty Rainforest
1 Mountain
1 Sacred Foundry
2 Scalding Tarn
3 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
18 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Wild Nacatl
32 creatures
2 Mutagenic Growth
2 Path to Exile
2 Pillar of Flame
10 other spells
2 Ancient Grudge
3 Blood Moon
2 Combust
2 Lightning Helix
2 Path to Exile
1 Pillar of Flame
3 Tormod's Crypt
15 sideboard cards
MKM Modern Turniers vom 29.03.2014
1st Place
Finkes Sebastian
2 Grim Lavamancer
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Stormblood Berserker
Instants [7]
3 Dismember
4 Lightning Bolt
4 Rancor
Lands [18]
1 Forest
1 Misty Rainforest
2 Mountain
3 Arid Mesa
3 Verdant Catacombs
4 Copperline Gorge
4 Stomping Ground
2 Act of Aggression
1 Ancient Grudge
3 Molten Rain
3 Skullcrack
3 Smash to Smithereens
3 Vines of Vastwood
Raaaaiiinnnnnbbbooowwwwssss
When I first started getting into Modern, around Gatecrash, this was something I toyed around with and worked well.
4 Goblin Guide
4 Kird Ape
4 Vexing Devil
4 Burning-Tree Emissary
4 Flinthoof Boar
4 Hellspark Elemental
4 Ghor-Clan Rampager
3 Pillar of Flame
3 Rancor
4 Stomping Ground
4 Copperline Gorge
4 Rootbound Crag
3 Forest
3 Mountain
Be a lemming hunter. Don't be a lemming.
Really, all you had to do was explain to him the popularity metric, not give him the lemming hunter manifesto...
Originally posted by MemoryLapse and DotMatrix
Modern Daily #7027977 on 04/24/2014
Download a .dek file for use in Magic Online
Main Deck
60 cards
1 Forest
1 Misty Rainforest
1 Mountain
1 Sacred Foundry
2 Scalding Tarn
3 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
18 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Wild Nacatl
32 creatures
2 Mutagenic Growth
2 Path to Exile
2 Pillar of Flame
10 other spells
2 Ancient Grudge
3 Blood Moon
2 Combust
2 Lightning Helix
2 Path to Exile
1 Pillar of Flame
3 Tormod's Crypt
15 sideboard cards
Id say no. Its a turn 3 mana ramp in a deck that aims to win turn 4. It also curves out at 2-3 mana, and only runs 18 or so lands.
Edit: the primer is meant to be a quick over view, where at the video is an hour of me talking about the archetyoe.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
No sounds up its alley. It can still, at worst, pump E1 turn 2 by entering as a 2/1, but seems like a great turn 3/4 finsiher. If you cast E1 into BBE into Flinthoof. On turn 3 you should have them at 17, casting a ape followed by bushwalker, you swing for 16, dropping them to 1.
Sounds cool.
Awesome to hear some support. Once I get a list ironed out and some testing done, I'll post up results and such.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Modern Daily #7028001 on 04/25/2014
Download a .dek file for use in Magic Online
Main Deck
60 cards
1 Forest
1 Misty Rainforest
1 Mountain
1 Sacred Foundry
2 Scalding Tarn
3 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
18 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Wild Nacatl
32 creatures
2 Mutagenic Growth
2 Path to Exile
2 Pillar of Flame
10 other spells
2 Ancient Grudge
3 Blood Moon
2 Combust
2 Lightning Helix
2 Path to Exile
1 Pillar of Flame
3 Tormod's Crypt
15 sideboard cards
As for the benefits beyond budget, I feel Gruul has extremely explosive power and can just kill you by turn 3-4. You're going to have less life loss and very rarely miss a color you need to end an opponent quickly. BTE can also cast most, if not all of your spells when you chain her. It's pretty powerful to go turn 1 GG, turn 2 chain BTE and drop a rancor followed by a Goblin guide.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
The difference between cackler and ape isnt the beat down, its the butt. 3 toughness evolves E1 into a 3/3. Also turn 1 stomping into ape blocks alot of threats so it can play defenceive as well.
Second round bye
Third, played a strange Mono green devotion and slaughtered him in two games.
last round, played american control. Flooded game one, curved out and decimated him game 2, and flooded to 9 game three. Probability was not with me tonight. Not to mention, I ended up not being able to get the Vexing devils to complete my list, so it was a budget list of a budget deck.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
When I tried Pharika in Melira Pod against Zoo, she didn't swing games for me that often because my guys couldn't die fast enough and Zoo kept slamming in early fatties. I could generally only make one token per turn with her.
Against Pharika, exile their guys if possible (PtE, Pillar of Flame) and try to keep good opening hands (hope for 3+ creatures). If Pharika actually does help them stabilize, though, you're likely toast.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Pharika isn't going to see Modern play.
Storm Crow is strictly worse than Seacoast Drake.