Gruul CharmGruul Charm | Art by Zoltan Boros
Greetings and salutations dear friends, and welcome to the final instalment of the current version of Branching Out, where I try finding uncanny ideas for each and every color pair.
After tackling almost all the combinations of the color pie, it's time to take a look at the subtlest, gentlest, tenderest of them all. One that implies kindness and sweetness, like being cuddled by a nice rainbow of lullabies...
Just kidding. It's time for GRUUUUUUUUUUUUUUUUUL.
As you may have surmised from this subtle introduction, we're ending on a brutal note. is notorious for its primal and visceral bluntness. The flavor text on BorborygmosBorborygmos summarises the situation quite well:
"It's easy to see why those Gruul dirtbags follow him – the only orders he gives are 'Crush them!' and 'We eat!'"
All jokes aside, one could easily come to believe that the most common strategies include smashing faces, with plan Bs usually resorting to executing plan A again until it works. However, you may be surprised at how subtle these colors can be.
Before we dive into the fighting pit, a quick word. The following ideas are intended for Bracket 2 to maybe low 3s. This is especially significant given the bump in power provided by the recent overhaul. If you're here, it's because you like building fun and bizarre brews, not necessarily the most powerful ones.
With this disclaimer dealt with, let's take a look at the...
Most Played Gruul Commanders
Gruul is not renowned for its sensitivity, so let's jump right in.
- Bello, Bard of the BramblesBello, Bard of the Brambles – 18,310 decks, with the most popular themes being Enchantress (1.3K decks), Artifacts (881)and Unnatural (691).
- Tovolar, Dire OverlordTovolar, Dire Overlord – 13,446 decks, with the most popular themes being Werewolves (3.7K decks), Aggro (624), and Wolves (308).
- Etali, Primal ConquerorEtali, Primal Conqueror – 12,291 decks, with the most popular themes being Clones (512 decks), Combo (376), and Ramp (334).
- Kibo, Uktabi PrinceKibo, Uktabi Prince – 11,422 decks, with the most popular themes being Apes (1.8K decks), +1/+1 Counters (626), and Artifacts (396).
- Wolverine, Best There IsWolverine, Best There Is – 9,038 decks, with the most popular themes being +1/+1 counters (815 decks), Fight (726), and Voltron (445).
Already there is something here that's wildly different than the other color pairs: the top five commanders share little resemblance in their play patterns. The most common point is Artifacts, found in Bello and Kibo, and +1/+1 Counters, found in Kibo and Wolverine. But that's a stretch, as all in all these decks are quite far apart one from the other.
Let's take a look at the most played themes to see if there's a semblance of focus.
- +1/+1 Counters – 9,346 decks
- Treasure – 6,450 decks
- Aggro – 6,342 decks
- Ramp – 4,531 decks
- Tokens – 3,926 decks
Well, aside from Aggro and Ramp which lend to somewhat similar strategies, it's once again a nice mishmash.
Incidentally, Gruul is the least played color pair of them all, with 67K decks in the database.
With this in mind, let's try to find some hidden gems or uncanny ideas to shake things up.
Alena, Kessig Trapper & Gilanra, Caller of Wirewood
Let's begin with an idea... that's not mine. That's right, I'm taking inspiration from the absolutely fantastic brewer Reminder Text.
If you're used to browsing Commander content on YouTube, chances are you already stumbled upon his video. If not, you can find his journey as well as several tips on how to build it here.
I have in fact built my own version of this deck, and it has quickly risen to becoming one of my go-tos whenever I feel like playing something both simple and deceptively powerful.
The main idea is ridiculously basic: play Gilanra on turn three, to play Alena on turn four. From there, drop a six-power creature with Gilanra's help, make with Alena, and drop another monster. Rinse, and repeat each and every turn.
It's fun, it's easy to pilot, and it even lends itself to some interesting experiments, such as playing no ramp whatsoever aside from what you have in the command zone.
While the core idea is nothing more than a shameless aggro freeway, there are a few deceptive caveats that I've encountered here and there during my games.
First, the deck requires consistency. You want to be able to drop your commanders ahead of curve. Not missing a single land drop in the first turns is quintessential to the plan.
Second, color balance. While the path is crystal clear, you need to bear in mind that Alena makes only red mana. Having enough monsters that don't depend on green to be dropped on the field is a must.
Third, power-consistent creatures. If most of your creatures cost six mana, you need their power to be at least six, to generate enough red to cast the next one in line. There are a few worthy exceptions, but don't abuse them.
It's a surprisingly powerful and effective strategy, a great way to use your bulk, and it can be dirt cheap deck to build.
To make this work, you'll need:
- A strong bulk package: Play what you want, as long as it costs six to seven mana and is at least six-powered. The world is your oyster:
- Defiler of VigorDefiler of Vigor
- Drakuseth, Maw of FlamesDrakuseth, Maw of Flames
- Rampaging BalothsRampaging Baloths
- Ojer Kaslem, Deepest GrowthOjer Kaslem, Deepest Growth
- Colossal DreadmawColossal Dreadmaw
- Inferno TitanInferno Titan...
- At the very least 39-40 lands: It's paramount that you don't miss a single land drop in the five first turns, especially if you decide to take the no-ramp route.
- A bunch of landcycling cards: To enhance your chances of hitting those land drops in time.
- A strong draw package: While Gilanra will indeed give you cards at a constant pace, this is one of the best places to play some huge draw spells. Stuff like Return of the WildspeakerReturn of the Wildspeaker or Shamanic RevelationShamanic Revelation.
- Some added value outlets: Think Kodama of the East TreeKodama of the East Tree or the much more affordable Wild PairWild Pair.
You will like this deck if:
- You enjoy destroying expensive decks with a pile of junk.
- Deep down you're a Timmy.
- You're keen on playing (sort of ) no ramp for once.
- You secretly always wanted to shout HULK SMAAAAASH at a Commander table.
You won't like this deck if:
- You don't enjoy playing the same lines over and over again in the first turns.
- You like playing with expensive cardboard.
- You easily fear for your commanders' lives.
- You're not a fan of going into the Red Zone.
Tana, the Bloodsower & Jeska, Thrice Reborn
Let's continue with what many consider one of the worst original Partners, and see if we can give her a boost of sorts.
Tana is a tricky one to pull off. With puny 2/2 stats, she needs a decent oomph to significantly generate a slew of tokens. Thankfully, she has innate trample, but what she has in evasion she lacks in power.
Some also believe that getting a bunch of tokens is kind of redundant, as getting her power high enough will simply kill any player with commander damage.
While that vision is certainly true, it's a bit narrow and short-sighted. After all, there are still other players to take care of around the table, and getting an army of tokens will at the very least stave their aggression enough for you to return to them for seconds.
I actually believe that Tana is an extremely versatile commander that can steer in several directions at once, by creating major value whenever she hits anyone.
Think of her as both a tokens enabler and a Voltron commander, that can efficiently drive both strategies.
Then there's Jeska.
The planeswalker will grant some of that missing oomph, by tripling any damage dealt to a player by Tana, and therefore tripling the Saprolings as well.
Granted, the damage tripling only affects the player. But combined with a few judiciously chosen Auras and Equipment, it makes for a very powerful combination.
And with only 182 decks at the moment on EDHREC, I'm convinced these lovely ladies deserve some more love.
To make this work, you'll need:
- Protection: Tana isn't your only enabler, but it's the strongest one, and will therefore be a prime target for all the removal in the world. Umbra armor will serve your purpose nicely, both boosting your commander and protecting it from untimely demise. Green also has no shortage of cheap protective outlets providing hexproof at instant speed.
- Instant Boost: Aside from the aforementioned Auras, there are a bunch of ways to give your commander at least +3/+3, if not more, with cheap spells such as GroundswellGroundswell, InvigorateInvigorate, or good old Giant GrowthGiant Growth. Don't discount power doublers and double strike providers, as they'll turn Tana into a savage monster in no time, with a great surprise effect.
- Auras and/or Equipment: These are the other major way to pump your commander effectively.
- EmbercleaveEmbercleave will cost a puny with a moderately populated board.
- BatterskullBatterskull, while mana intensive, is reusable, grants a boatload of life with Jeska, and will keep your commander as a blocker to deter any retaliation.
- Grafted WargearGrafted Wargear provides a decent pump for basically no mana. You get the idea.
- Token-matters outlets: Since you're making a bunch of tokens, you might as well make the most of them.
- Impact TremorsImpact Tremors, Purphoros, God of the ForgePurphoros, God of the Forge, and Witty RoastmasterWitty Roastmaster are excellent pinging options
- Beastmaster AscensionBeastmaster Ascension and Shared AnimosityShared Animosity make for an excellent plan B if Tana gets removed one too many times.
- Fungal PlotsFungal Plots will provide life and card draw, Season of GrowthSeason of Growth will provide a lot of scrying, Cryptolith RiteCryptolith Rite will give more mana.
You will like this deck if:
- You like piloting underplayed partners.
- You believe Tana is unjustly treated by the community.
- You enjoy threatening the table in a manner of ways.
- You wish to play the OG partners while avoiding having a rainbow in your deck.
You won't like this deck if:
- You don't want to rely on your commanders too much.
- You don't like partners.
- You want your deck to do one thing extremely well, rather than a variety of things clunkily.
- You despise commander damage.
Rosheen MeandererRosheen Meanderer
Let's go back to big mana land, with an uncanny proposal. Long before Zaxara, the ExemplaryZaxara, the Exemplary came to take the crown prize, Rosheen was the first legendary creature to expressly care about mana spells.
Looking at the commander's page, the High Synergy cards show a slew of Hydras, and more generally a bunch of creatures with in their casting cost.
However, I believe there's another rather fun path that could be undertaken.
You see, Rosheen makes a lot of mana on her own, but becomes a real geyser if you manage to untap her a few times. What if you focused on one big turn, making roughly 20 colorless mana, to spend on a massive X spell? What if you could rinse and repeat on the next turn?
In a way, this isn't too far from the idea I proposed for Selvala, Explorer ReturnedSelvala, Explorer Returned back in September. You tap Rosheen, play a spell or use an ability to untap her, and do it again. And again, and again. Then you use all that mana into a massive X spell to burn the table to ashes.
Let's be realistic; this plan has a couple drawbacks.
The first is that it's extremely straightforward, and you'll end up doing basically the same thing every game. Perhaps not with the same spell, but with the same idea.
The second is the inherent fragility of your plan. While there are a few other outlets that can help, or even in some cases substitute, Rosheen, the strongest option remains in the command zone.
But I still believe it's worth a shot. No, it won't work every time. Yes, it'll be clunky. But the day the stars align is going to be absolutely glorious.
To make this work, you'll need:
- Untappers: There's a plethora of cards that allow you to untap Rosheen for a single green mana, such as Emerald CharmEmerald Charm or Stony StrengthStony Strength. I'd play at least 20-25 of those, to ensure you can chain at least three to five on your big turn.
- Blasters: Crackle with PowerCrackle with Power is undoubtedly the best option, but you can also play classics like FireballFireball, DisintegrateDisintegrate, Jaya's Immolating InfernoJaya's Immolating Inferno, and Comet StormComet Storm.
- Spell-copying outlets: Why bother getting to 30 mana when you can spend 15 on and then copy the spell? ForkFork, Increasing VengeanceIncreasing Vengeance, Unbound FlourishingUnbound Flourishing, or Fury StormFury Storm are your best friends.
- Decent ramp and land untappers: Rosheen will likely be removed either before or during your big turn, and you need to be able to recast her, as well as make good use of what colored mana you have at hand. Think Candelabra of TawnosCandelabra of Tawnos (just proxy it) and Magus of the CandelabraMagus of the Candelabra, but also Early HarvestEarly Harvest.
- Alternatives: NexosNexos can potentially save you in the late game if Rosheen doesn't stick around, as can, to a certain extent, Rosheen, Roaring ProphetRosheen, Roaring Prophet. Nyxbloom AncientNyxbloom Ancient, Mana ReflectionMana Reflection, and other similar doublers also work well.
You will like this deck if:
- You enjoy all-in strategies.
- You think Burn is underrated in Commander.
- You want to cast spells with a huge amount of mana.
- You're tired of Zaxara, the ExemplaryZaxara, the Exemplary and Magus Lucea KaneMagus Lucea Kane.
You won't like this deck if:
- You don't believe in glass-cannons.
- You don't like games ending brutally.
- You don't want the table to gang up on you.
- You want to win through combat.
Tahngarth, First MateTahngarth, First Mate
Let's continue with another wildly underrated commander. With only 815 decks to his name, this Minotaur is not really at the top of his game.
Nevertheless, it sports a unique ability while still playing in the combat damage playground.
In a way, this is quite similar to what Karona, False GodKarona, False God generally tries to achieve, but with much more flexibility.
First, Tahngarth's ability will only trigger if your opponents are actually attacking. Second, you get to choose whether they get your precious boy, thus keeping things under control.
Sure, he'll need to be tapped for the magic to happen, but he's all about combat anyway, so that shouldn't be too hard. And a 5/5 for isn't a bad ratio in the first place.
There are a few really nice outlets that can help Tahngarth achieve his true potential, the most prominent being of course giving him menace. Since he already can't be blocked by more than one creature, granting him that ability makes him unblockable altogether.
Then there are ways to give him a little more power. Avatar Roku, FirebenderAvatar Roku, Firebender is one of the best options out there, providing a significant buff each combat. Double strike outlets are also extremely efficient to make him go the extra mile.
But what if your opponents cease all attacks, to prevent having to deal with your commander? Well, that's where goading comes into play, forcing at least one creature to attack, preferably not in your direction.
To make this work, you'll need:
- Power Boosts: Much like with Tana, the BloodsowerTana, the Bloodsower, you need to play an adequate number of ways to pump Tahngarth's power, preferably permanent. Auras and Equipment are your best friends.
- Menace, menace, menace: You want to maximize the damage output, so prioritize Madcap SkillsMadcap Skills, Frontier WarmongerFrontier Warmonger, Frenzied RageFrenzied Rage, and the like.
- Goaders: I really like Bloodthirsty BladeBloodthirsty Blade and Assault SuitAssault Suit, but Agitator AntAgitator Ant and Bothersome QuasitBothersome Quasit are solid options as well.
- Protection: Once your opponents realize how dangerous the horned boy can be, they'll put some effort to get him off the board. Tamiyo's SafekeepingTamiyo's Safekeeping, Tyvar's StandTyvar's Stand, Vines of VastwoodVines of Vastwood, and other similar spells will ensure he keeps around.
You will like this deck if:
- You like other people to do your dirty work.
- You enjoy beefy combat phases.
- You miss the Weatherlight crew.
- Your name is The Minotaur Reviewer.
You won't like this deck if:
- You're afraid of making enemies.
- You don't like politicking.
- You believe Auras are too fragile.
- You're not a Gruul player at heart.
Hallar, the FirefletcherHallar, the Firefletcher
Let's end this paper on a different note. If you remember, I noted that +1/+1 counters were the most popular theme in Gruul decks on EDHREC.
Hallar, however, is not that popular. Let's be clear, 1,538 decks is an honorable score. Yet I'm quite positive it's far below what it should actually be.
This deck is quite sexy in its own regard. It revolves around a seldom-used mechanic, kicker, in colors that don't usually lean into the Spellslinging strategy. It's an interesting puzzle to solve. And it can get totally out of control.
Several players often believe they need to pack each and every spell with kicker in their list, and go fly. While a critical number of those is absolutely necessary, getting Hallar's power high enough for said spells to become relevant is as important, if not more.
You want the kicked spells to have a real kick, if you'll pardon my pun. You don't want to hit for two or three damage, you're going for 10 or 15 with each volley.
To that extent, maximizing the +1/+1 counter output is essential. As is playing a few ways to copy triggered abilities, in order to get more damage in for cheap.
And since Hallar damages each opponent, there's no need to wonder who to send the damage to. Share the love!
To make this work, you'll need:
- Spells with a kicker cost: You don't really care what they do, as long as they're cheap to cast. Vines of VastwoodVines of Vastwood is probably one of the best, as it costs a puny while acting as protection for Hallar. The new Chocobo KickChocobo Kick also feels quite impressive. In general, you'll be aiming for spells costing three mana, kicker included. And try prioritizing instants, for better flexibility.
- +1/+1 counters outlets:
- Forgotten AncientForgotten Ancient immediately springs to mind, as it will skyrocket your commander to the stars.
- Soul's MightSoul's Might, while expensive, can make the difference.
- Evolutionary EscalationEvolutionary Escalation sure is symmetrical, but will benefit you much more than it will your opponents.
- Increasing SavageryIncreasing Savagery is a personal favorite. Don't discount that flashback in the end game.
- Protection, protection, protection: This deck revolves entirely around its commander. Without Hallar, you're toast. So plan accordingly. And don't forget The OzolithThe Ozolith.
- Ability doublers: Strionic ResonatorStrionic Resonator of course, but also Peter Parker's CameraPeter Parker's Camera and Roaming ThroneRoaming Throne.
You will like this deck if:
- You enjoy the idea of using a mechanic in a totally unexpected way.
- You like seeing eyes widen in horror as players realise what's truly happening.
- You appreciate stacking +1/+1 counters on a creature while avoiding combat
- You fancy having an uncommon in the command zone.
You won't like this deck if:
- You don't like playing the waiting game.
- You want all of your spells to be relevant on their own.
- You're not prepared to defend your commander with all your might.
- Burn strategies bore you.
Conclusion
Before we part ways, I'd like to thank you for following this series for the past few months. I really hope I gave some of you ideas, and maybe, just maybe, brought a few of you to give these wacky brews a chance.
And so, this series comes to an end... or maybe not.
As all color pairs have been dutifully covered, it's time to move on to the next stage. More on that in a month.
I look forward to hearing from you in the comments below.
In the meantime, be well, stay safe, brew madly, and most of all, have fun!

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Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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