









Overview:
This Gruul spellslinger deck revolves around The Howling Abomination, leveraging instant/sorcery density to trigger damage-dealing creatures and amplify the commander. The strategy focuses on casting multiple spells per turn to activate the commander's trample, pump it with targeting effects, and ping opponents through creatures like Guttersnipe and Electrostatic Infantry. The deck aims to win through incremental burn damage and explosive combat turns with a pumped commander, supported by storm payoffs like Grapeshot.
Primer:
Core Strategy Execution:
- Early Setup (T1-3): Deploy mana dorks (Llanowar Elves, Elvish Mystic), ramp spells (Rampant Growth, Cultivate), and key enablers like Wild Defiance or Electrostatic Field.
- Engine Activation (T4-6): Cast The Howling Abomination, then chain 3+ instant/sorcery spells per turn to trigger trample and damage pings. Use cantrips like Samut's Sprint and Blazing Crescendo to maintain momentum.
- Win Condition Execution:
- Burn: Stack triggers from Guttersnipe, Kessig Flamebreather, and commander-targeting spells to drain opponents.
- Combat: Pump the commander with Temur Battle Rage, Invigorate, and Wild Defiance for lethal trample damage.
- Storm: Build spell count for Grapeshot finishers using cheap cantrips and recursion from Dreadhorde Arcanist.
Mulligan Priorities:
- Keep hands with 2-3 lands (must include RG sources)
- Prioritize early ramp (mana dorks/Sol Ring) + at least 1 damage engine (Guttersnipe, Electrostatic Infantry)
- Look for protection spells (Snakeskin Veil, Blossoming Defense) if commander is in hand
- Avoid hands with only high-CMC sorceries or no early plays
Key Tips:
- Sequence spells pre-combat to activate the commander's trample
- Use Dreadhorde Arcanist to rebuy key pump spells like Temur Battle Rage
- Wild Defiance turns every targeting spell into a +3/+3 buff for multiple creatures
- Fists of Flame scales with drawn cards - pair with Harmonize for massive power boosts
Weaknesses:
Critical
- Extremely vulnerable to board wipes (only 3 protection spells)
- Lacks card advantage engines beyond Harmonize/Faithless Looting
- No answers to enchantments beyond Sunder Shaman
Moderate
- Struggles against fast combo decks (minimal interaction: only 4 targeted removal spells)
- Rule of Law effects cripple spell-chaining strategy
- Commander-dependent (7.5% protection spells insufficient for 5-mana commander)
Minor
- Limited land destruction mitigation (only Field of Ruin)
- Storm payoff Grapeshot lacks critical mass of 0-1 CMC spells
Most Important Cards:
- Wild Defiance (Triples pump spell efficiency)
- Dreadhorde Arcanist (Spell recursion engine)
- Guttersnipe (Primary damage engine)
- Temur Battle Rage (Key combat finisher)
- Invigorate (Free commander pump + damage trigger)
- The Howling Abomination (Damage engine + wincon)
- Grapeshot (Alternative storm wincon)
- Electrostatic Infantry (Scaling threat + trample enabler)
- Harmonize (Critical card draw)
- Rampant Growth (Mana consistency)
Attribute Ratings:
Speed: 5/10
Can threaten T6-8 kills through commander damage or accumulated burn, but lacks fast mana/tutors for explosive starts.
Resilience: 3/10
Heavily reliant on keeping 2-3 creatures on board with minimal protection/recursion.
Consistency: 6/10
Good ramp package and 28 instant/sorcery triggers, but lacks tutors for key pieces like Wild Defiance.
Interaction: 4/10
Limited removal suite (6 targeted spells) and no board wipes/counterspells.
Rating Justification:
The deck demonstrates focused burn/combat strategy with T6-8 win potential, but its commander dependency and fragility against interaction cap its power. While more consistent than precons, it lacks the redundancy and protection of optimized lists.
Power level: 4.0 - 4.5
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