Hello and happiest of days to each of you! A Gruul uncommon leader for the upcoming Spider Man set has stricken my inner casual Timmy Beats fan and will be the first one I'll build around for Commander purposes.
Let's look at this Human Villain! Costing seven-mana and four of it in colors a little rough, but he's worth it! He has a 6/7 size and then three keywords we love in haste to swing, trample for evasion and then vigilance - adorable here since you can swing when he drops and then keep up the defenses with a 7 toughness leader. He's got an attack trigger that's great to skate. You can draw a free card if you've cast a four-mana or higher spell, from spells like Overrun to things like Xenagos. Then we'll swing after, so ideally, you'll drop something that helps out combat or has haste. Make sense?
Mana, Ramp, Rocks and Land
Now let's start with four+ cost mana ramp spells like Explosive Vegetation, Solemn or this trio of the good stuff. The six-drop usually will net you four basics, two tapped two to our hand, or three and give one to a foe if you spend 4. The five-cost one ramps basics tapped equal to our biggest powered dork - nasty here! Then the four-cost base common has entwine, destroys a land and then ramps one untapped and ready to punch and that's not basics. Get anything! It was restricted in the Five Color Format.
Now let's turn to this ramping and card draw duo. The Great Henge costs nine at most, but with a power-based cost reduction can easily be cast in the 3-5 turn range, then taps for two Green and then two life, and then as non-token dorks arrive draw and toss a counter on them too. Selvala, Heart of the Wilds size can tap with one to make mana equal to our greatest power! Then when the highest power dork arrives on anyone's side they draw. Great!
Now let's turn to this duo! The four-drop sorcery ramps a basic tapped like Rampant Growth and then with rebound does it once more. Two triggers for one-cost. Then the six-drop enchantment from two sets ago let's all of our stuff be Birds of Paradise - Treasures, lands, dorks - that's brokenly great here getting those mana needs.
Sokenzan, Crucible of Defiance can be channeled for at most four and then makes a pair of tokens for the attacking with haste! Then Kessig Wolf Run taps with X and two Gruul mana to grow our dork and then give it evasion in trample too!
Now let's get that card draw on! I tossed in War Room and then this duo! The colorless tapper taps with three to draw if you've got a bigger powered dork here, quite easily! Then the start your engines one will tap with three with max speed to discard and draw.
Eden, Seat of the Sanctum taps with five to mill a pair of cards and then you can sac this for Regrowthing a permanent. Then the Planet Green tapper Evendo, Waking Haven can be Stationed with 12 into a Gaea's Cradle! Then I tossed in Circle of Dreams Druid to do the same.
Beats
Now let's turn to Beats! The Green seven-drop trample with size equal to our land count is next! Then when it enters, you Explore! Then if you dropped the land, keep it up until you don't have anymore lands! Then the twelve-cost 12/12 trample can be cost reduced based our your powered dorks just like the mana rock from earlier - minimum two there like it.
Now let's turn to this Red trio! The first six-drop trampler Dino has a great 7/6 body for red! When it ETBs you discover 5. Then you can discard it for three to Bolt something. The other six-drop 6/6 on curve has an attack trigger like our leader here to exile all top cards of everyone, and then you can cast them for free - love him here. Then the Gruul harder-mana six-drop has an ETB with three options - trample and haste that turn for swinging and winning or fighting that turn for removal. Or you can discard him for four Gruul to Naturalize something.
Rampaging Baloths has trample and a 6/6 size and then landfalls to make 4/4 Beasts. Then Mightform Harmonizer with warp will double the power of one of our things this turn! Both great here for the winning either going wide or tall on the same effect.
Synergies and Winning Conditions
I tossed in four haste enablers to get that swing on now - this three set and then The Fire Crystal. The five-drop God in our colors with devotion seven is first. On your combat you can haste-ify something and then it grows in size equal to its power. Then the enchantment costs five in red to give our stuff haste and a double power boost when they arrive for the swinging. Then the three-drop Gruul one makes our creatures uncounterable and then will give our nontoken dorks riot.
Now let's turn to this three-set for getting and dropping the good stuff from our library. The eight-cost one reveals seven and then drop all permanents revealed! Nice! Then the classic seven-cost one with two entwine will grab two dorks and drop them for our library while triggering our leader. The four-drop enchantment will in our upkeep sac as a the middle one if someone has more dorks. Yay for that good trio.
Now let's turn to a trio of synergies and win cons. Aggravated Assault can be activated at sorcery speed with five to get a free Relentless Assault this turn. Then you can drop Sword of Feast and Famine for three and then equip for two to give it a double boost in size, two key protections in Black and Green and then when it deals damage they discard and then you untap your lands, so tap them out for the enchantment for infinite combats. Then the five-cost sorcery World at War is a Relentless Assault with rebound so it happens twice!
The two-drop mono-Green Beast 3/2 is next with a cannot be countered ability! Then your others cannot be too, so Blue cannot traditionally answer. This dork has trample and haste to swing with evasion now and then combat damage cannot be prevented with Fog Bank dorks, Fog spells or protection from stuff. Then the Green legendary rock costs eight again with a power-based cost-reduction to two. Whenever one of our dork bites it if they weren't a token make a token instead with size at its power. Then tap this with two double something's power!
Seeds of Renewal costs seven but with undaunted can Regrowth two thangs back, but it's exiled on resolution like Restock. Then the five-cost Isengard Unleashed can also stop your damage from being prevented and then it's tripled to opposing stuff. You can flash it back!
The legendary Zopandrel, Hunger Dominus has seven-cost with a 4/6 body with reach! Then in each combat you'll double the size of our stuff - note that's opposing ones too and with our Relentless Assaults it'll keep it up. Then the six-drop 3/3 Pathbreaker Ibex has an attack trigger to pump them in size with trample equal to our largest powered dork. I also tossed in Craterhoof. Great pair to get our win with!
Answers
Let's turn to answers like Heroic Intervention or the four-cost at most above to Deflection a spell or ability to another target to save us, and then can be just a mana easily enough. Now let's turn to targeted removal. I started with Beast Within but pulled it for Acidic Slime. Then the persisting trampling Green 6/6 eight-drop dork on arrival can destroy anything that ain't a creature.
Now this trilogy of four-plus costs are here! The four-drop from Rhino's set with trample and 5/5 body is first. When he ETBs you can turn off the abilities of another dork and then it moves to 4/4; great for opposing Commanders. Then the four-cost sorcery in Gruul colors can destroy one of artifact, land, dork and enchantment too. But all of them - no mays there. Then the six-drop Ape with a 7/6 size ETBs to fight and then has an attack trigger like our leader to Naturalize. Great group of removal options for this trinity.
Now let's turn to Red mass removal sorceries that keep us alive! The seven-cost will reveal a dork and then shoot each opposing thang equal to its cost. Great here! Then the eight-cost one will cascade twice and then shoot each opposing dork equal to the total cost of what we played this turn. Again, great synergy there here like the first one!
Card Draw
Now let's turn to the great card drawing Green can do around dorks and high-power stuff like twosome. The two-drop arrives, draws and then each time we cast something at five or more mana draw then too. Then the six-drop draws equal to our biggest power and then free cast too at 5 or less.
Now let's turn to a trio of dorks with cast or ETB triggers for cards. Beast Whisperer costs four, then their cast works here. Then the six-drop on-curve 6/6 trampling Soul of the Harvest will do it for them ETBing this time, then the three-drop enchantment Garruk's Uprising gives our team trample and then draws on arrival too, but just bigger powered stuff.
Now let's finish with Green combat damage into card draw here. The cannot be countered, indestructible 1/1 four-drop is first and must attack each turn. Then each time our team connects you draw a card! Then the five-drop 2/6 attacking dorks get deathtouch is next and then the same trigger here too. Note those are worded to work for each one that does so, not just one per combat or player.
Here we go! Ready for my brew?
Grull Big Beats with Rhino | Commander | Abe Sargent
- Commander (1)
- 1 Rhino, Barreling Brute
- Creatures (30)
- 1 Acidic Slime
- 1 Beanstalk Giant
- 1 Beast Whisperer
- 1 Circle of Dreams Druid
- 1 Craterhoof Behemoth
- 1 Cultivator Colossus
- 1 Disciple of Freyalise
- 1 Etali, Primal Storm
- 1 Frenzied Baloth
- 1 Garruk's Packleader
- 1 Ghalta, Primal Hunger
- 1 Goreclaw, Terror of Qal Sisma
- 1 Kogla and Yidaro
- 1 Kogla, the Titan Ape
- 1 Kona, Rescue Beastie
- 1 Lizard, Connors's Curse
- 1 Mightform Harmonizer
- 1 Ohran Frostfang
- 1 Pathbreaker Ibex
- 1 Primordial Sage
- 1 Rampaging Baloths
- 1 Selvala, Heart of the Wilds
- 1 Solemn Simulacrum
- 1 Soul of the Harvest
- 1 Stormkeld Vanguard
- 1 Toski, Bearer of Secrets
- 1 Trumpeting Carnosaur
- 1 Woodfall Primus
- 1 Xenagos, God of Revels
- 1 Zopandrel, Hunger Dominus
- Spells (19)
- 1 Blasphemous Act
- 1 Bolt Bend
- 1 Call Forth the Tempest
- 1 Decimate
- 1 Disaster Radius
- 1 Heroic Intervention
- 1 Isengard Unleashed
- 1 Explosive Vegetation
- 1 Migration Path
- 1 Majestic Genesis
- 1 Reap and Sow
- 1 Rishkar's Expertise
- 1 Seeds of Renewal
- 1 Stoke the Flames
- 1 Terramorph
- 1 Tooth and Nail
- 1 Traverse the Outlands
- 1 Verdant Mastery
- 1 World at War
- Enchantments (6)
- 1 A Realm Reborn
- 1 Defense of the Heart
- 1 Garruk's Uprising
- 1 In the Web of War
- 1 Rhythm of the Wild
- 1 Up the Beanstalk
- Artifacts (5)
- 1 Sol Ring
- 1 Sword of Feast and Famine
- 1 The Fire Crystal
- 1 The Great Henge
- 1 The Skullspore Nexus
- Lands (39)
- 1 Avishkar Raceway
- 1 Bonders' Enclave
- 1 Castle Embereth
- 1 Cinder Glade
- 1 Command Tower
- 1 Commercial District
- 1 Den of the Bugbear
- 1 Eden, Seat of the Sanctum
- 1 Evendo, Waking Haven
- 1 Fountainport
- 1 Game Trail
- 1 Karplusan Forest
- 1 Kessig Wolf Run
- 1 Lair of the Hydra
- 1 Nykthos, Shrine to Nyx
- 1 Raging Ravine
- 1 Rogue's Passage
- 1 Sheltered Thicket
- 1 Shifting Woodland
- 1 Skarrg, the Rage Pits
- 1 Sokenzan, Crucible of Defiance
- 1 Stomping Ground
- 1 Temple to the False God
- 1 The Shire
- 1 War Room
- 1 Yavimaya, Cradle of Growth
- 1 Zanarkand, Ancient Metropolis
- 6 Forest
- 6 Mountain
There we go 100 cards later and I hope you enjoyed this fun little Gruul Beats with Rhino! Unleash your Inner Timmy today!





































