Explorer: Gruul Transmogrify Deck Tech & Sideboard Guide
Gruul Transmogrify has recently appeared in Pioneer's Leagues and Challenges, does it have a chance in the Explorer's competitive landscape?Edit Article
What is Gruul Transmogrify?
Mulligan and Stances
StancesWith Gruul Transmogrify, for the most part, you want to be proactive — Cast your dorks in the first few turns and then play the bombs in the next turns, forcing a situation where your opponent always has to outplay you, or play around what you are proposing. However, as we have a high interaction package, there are certain games, especially against faster decks, where we need to slow the clock on the other side to then establish our own, or use removals to force the opponent to extend and open the opportunity to play Transmogrify.
Tips and Tricks• Remember that you can activate Channel any time you could cast an Instant, and it's an
ability. That is, it is not overridden by traditional counterspells and almost no list is currently running Disallow. • Titan of Industry only chooses the target to place the shield counter after the ability resolves, so even if the opponent kills it in response, some other creature will gain the counter. • Don't forget to activate your manlands late-game and remember that they can be targeted for Transmogrify, especially Lair of the Hydra, where you can activate it for X = 1.
at the beggining of the next End Step, so you can create a copy in your opponent's End Step (or your own) to keep it on the battlefield during an entire turn. • Transmogrify exiles creatures. Sometimes it's better to deal with a Graveyard Trespasser than a Kroxa, Titan of Death's Hunger.
Mono Blue SpiritsIN:
Gruul Transmogrifyis fun to play, performs well in Best of 1, where opponents try to be less interactive, but has weaknesses that make it an easy target in Best of 3, often pushing us into following a Midrange-Ramp route that leads me to question how beneficial having this “combo” really is rather than not focusing entirely on fair play with large creatures. There are times when a Titan of Industry on turn 3 or 4 will lead you to a quick win, but the amount of less relevant pieces needed for this combo makes this archetype vulnerable to high interactions in the Metagame these days, such as targeted discard and low-cost counterspells. It definitely has a home when the format returns to a cycle where each player is trying to do their own absurd thing, and maybe this turn 3 pseudo “free-win” really justifies going down that route. But I currently feel like I'm using bad cards to make others good, and that's not the path I'd like to take with a combo deck. That said, I don't take away the merit that playing it is fun and brings some intriguing alternatives and choices for both you and the opponent, and the Oldschool-style fair Midrange plan, with a growing curve and long-term card advantage, makes it attractive to many players. Thanks for reading!