"Roots, ruins, and room to fight. All the comforts of home." -Domri Rade
This is my first primer, so bear with me and take note that this primer is based on my opinion. Feel free to take issue and debate with whatever ideas I put forth here, that's what this thread and forum is for. I will try to support my choices as well as I can, and leave out any that are just "copied" from decks and I don't understand why they are being run.
What is Gruul Ragehammer?
Gruul Ragehammer is the R/g variant of the MonoR Sledgehammer builds and Rakhammer. The name Ragehammer is my own, so Gruul Sledgehammer or R/g Sledgehammer also apply to this archetype.
Why should I play this?
It seems counter-intuitive to play a Red deck that "slows"
things down. Isn't the point of playing red to be as fast as possible? Well there are weaknesses to that strategy, and in the current meta game there are hands and cards a Red sligh deck will just have to fold against. (E.g., Ramp into verdicts, multiple azoirus charms, generally just "good" hands). Red sligh is at its best when the opponent stumbles, Red sligh will run all over them. Sledgehammer is for when Sligh is hated out enough or if they don't stumble, Sledge variants have the gas and power to keep going through with our own "value" cards.
The Game Plan
This is what Gruul Ragehammer offers compared to other Sledge variants:
-Power
This deck can lay down huge intimating board states. The pump and trample from green+combined with the haste and First/Double strike of Red. It's nice being able to swing into 4 mana and not even care if a resto angel comes down. Because it will die. That's the heart of this deck. Just because you see
it coming doesn't mean you can stop it. Simple. Powerful.
-Control
Green offers death touch. You can have a great defense AND offense with Gruul. Have a death touch sit back while you trample through with some 8/8s, this ties in with intimidating board states. Red offers all the burn that can destroy whatever the opponent is trying to build up.
-Threat Inevitability
Almost every card needs to be a threat. This is so that no matter what the hand spread, no matter what you draw, every card contributes to the same goal of smashing, and winning.
-Rancor CA: What? You mean Domri. Yes, but not only. How many times playing MonoR have you found yourself suiciding your weenie into something and finishing it with a pillar or spearing something after firststrike damage with zealot to kill a threat? Rancor is the answer to this. Think of Rancor as an instant speed pillar that you can add to any creature, and if/when that creature dies, you get it BACK. THIS is what lets us
keep going vs. midrange decks and even control deck. Hell, I should name this section Rancor instead of CA, I'll do that. If you're playing this into 2-1 mana, you're doing it wrong. It also lets you FORCE your opponent. They didn't want to remove that Cackler with their removal, but now they have to because its swinging in like a beast.
-Domri Rade
Yes, we get our own planeswalker. Plural really, because Big Garruk can do wonders against control and little Garruk definitely lines up with the "control a board state" with his 0 and deathtouch wolves. MonoR has Tibalt which needs a really specific deck, and Rak has nothing.
The Creatures
Burn Spells+Clan Defiance
Sideboard Plan
spoiler=User contributed][deck]Traditional Sledgehammer Splash Green[/deck]
[deck=Fate's Ragehammer]Creature (30)
4x Rakdos Cackler
4x Stromkirk Noble
4x Ash Zealot
4x Burning-Tree Emissary
4x Flinthoof Boar
3x Pyreheart Wolf
4x Hellrider
4x Ghor-Clan Rampager
Land (22)
2x Kessig Wolf-Run
10x Mountain
4x Rootbound Crag
4x Stomping Ground
1x Temple Garden
1x Gruul Guildgate
Instant (4)
4x Searing Spear
Enchantment (4)
3x Rancor
Sideboard (15)
3x Hound of Griselbrand
3x Domri Rade
3x Pillar of Flame
4x Boros Reckoner
2x
Blasphemous Act
[/deck]
[deck=Pyreheart's Gruul Ragehammer 3.0] 4 Stromkirk Noble
3 Stonewright
4 Ash Zealot
4 Flinthoof Boar
4 Boros Reckoner
4 Ghor-clan Rampager
4 Hellrider
3 Hound of Griselbrand
4 Searing Spear
2 Brimstone Volley
2 Rancor
4 Stomping Ground
4 Rootbound Crag
12 Mountain
2 Temple Garden
Sideboard
2 Domri Rade
2 Garruk Relenless
4 Pillar of Flame
2 Traitorous Blood
2 Zealous Conscripts
2 Blasphemous Act
1 Gruul Guildgate
[/deck]
[/deck]
Testing it out with Sideboard #2[/quote]
[DECK=Platypus' Gruul]Lands (24)
11 Mountain
4 Stomping Ground
4 Rootbound Crag
4 Temple Garden
1 Kessig Wolf Run
Creatures (28)
4 Stromkirk Noble
4 Burning-Tree Emissary
4 Flinthoof Boar
4 Ash Zealot
4 Boros Reckoner
3 Hellrider
3 Hound of Griselbrand
2 Wolfir Silverheart
Spells (8)
4 Searing Spear
4 Rancor
Sideboard
4 Ghor-Clan Rampager
2 Gruul Charm
2 Zealous Conscripts
3 Volcanic Strength
2 Brimstone Volley
2 Flames of the Firebrand
[/
DECK][/spoiler]
Match-ups