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This is a Gruul (Red/Green) commander deck built around The Howling Abomination, focusing on casting multiple spells to trigger various effects while protecting and buffing the commander to deal significant combat damage and ping opponents.
Primer:
The deck's primary strategy revolves around casting multiple spells per turn to trigger various effects from both the commander and support creatures like Guttersnipe, Thermo-Alchemist, and Kessig Flamebreather. The commander becomes increasingly dangerous as it gets targeted by spells, growing larger and dealing damage to opponents. The deck includes numerous combat tricks and protection spells that both trigger these effects and keep the commander alive.
The deck operates on multiple axes, combining direct damage from spell triggers with commander damage as a win condition. Key support pieces like Rhythm of the Wild protect creatures from counterspells while providing haste, and cards like Zada, Hedron Grinder can create explosive turns by copying combat tricks across multiple creatures. The deck can generate significant card advantage through cards like Hunter's Insight and Soul's Majesty when combined with a buffed commander.
Weaknesses:
- Heavily reliant on the commander being in play and vulnerable to repeated removal
- Limited board wipe recovery options outside of protection spells
- Weak to graveyard hate and enchantment-based removal
- Can struggle against flying creatures due to limited reach options
Most Important Cards:
- Rhythm of the Wild
- Zada, Hedron Grinder
- Unnatural Growth
- Guttersnipe
- Vines of Vastwood
- Beast Within
- Sol Ring
- Arcane Signet
- Torbran, Thane of Red Fell
- Hunter's Insight
Attribute Ratings:
- Speed: 6/10
- Resilience: 5/10
- Consistency: 6/10
- Interaction: 5/10
Rating Justification:
This deck operates at a focused casual level, capable of executing its strategy consistently but not typically winning before turn 8-9. While it includes some powerful cards and synergies, it lacks the explosive fast mana and consistent early game threats of higher-powered decks. The interaction suite is present but limited, and the deck's reliance on its commander makes it vulnerable to repeated removal.
Final power level rating: 5.0 - 5.5
The deck fits solidly in the optimized casual range because it has a clear gameplan and includes several powerful synergies, but its win conditions are primarily combat-based and require multiple turns to set up. It's more refined than a typical precon but lacks the consistency and speed of higher-powered decks in the 6+ range.
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