Browse > Riot-Chamber Guardians

Riot-Chamber Guardians by The_Guy_Who_Never_Goes_4o

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$ 133.21
12.71 tix
6 Mythic, 35 Rare, 18 Uncommon, 2 Common

Format: Standard
User Submitted Deck
Deck Date: Feb 8, 2019

Creatures (32)
4 Growth-Chamber Guardian $ 2.28
4 Merfolk Branchwalker $ 1.28
4 Wildgrowth Walker $ 1.00
4 Gruul Spellbreaker $ 3.40
4 Jadelight Ranger $ 3.76
4 Steel Leaf Champion $ 7.88
2 Grand Warlord Radha $ 1.08
2 Nullhide Ferox $ 2.00
1 Skarrgan Hellkite $ 1.25
3 Ghalta, Primal Hunger $ 11.97
Planeswalkers (1)
1 Vivien Reid $ 11.95
Enchantments (4)
4 Rhythm of the Wild $ 15.84
Lands (23)
1 Field of Ruin $ 0.63
9 Forest $ 0.00
5 Mountain $ 0.00
4 Rootbound Crag $ 14.12
4 Stomping Ground $ 42.12
Sideboard (15)
2 Banefire $ 1.66
4 Cindervines $ 4.24
2 Damping Sphere $ 3.62
3 Kraul Harpooner $ 0.75
2 Fiery Cannonade $ 0.50
2 Ravager Wurm $ 1.88
75 Cards Total
Creatures (32)
4 Growth-Chamber Guardian 0.08 tix
4 Merfolk Branchwalker 0.16 tix
4 Wildgrowth Walker 0.04 tix
4 Gruul Spellbreaker 0.24 tix
4 Jadelight Ranger 0.24 tix
4 Steel Leaf Champion 0.08 tix
2 Grand Warlord Radha 0.04 tix
2 Nullhide Ferox 0.34 tix
1 Skarrgan Hellkite 0.12 tix
3 Ghalta, Primal Hunger 0.03 tix
Planeswalkers (1)
1 Vivien Reid 0.12 tix
Enchantments (4)
4 Rhythm of the Wild 0.12 tix
Lands (23)
1 Field of Ruin 0.03 tix
9 Forest 0.00 tix
5 Mountain 0.00 tix
4 Rootbound Crag 0.04 tix
4 Stomping Ground 5.76 tix
Sideboard (15)
2 Banefire 0.02 tix
4 Cindervines 4.08 tix
2 Damping Sphere 0.90 tix
3 Kraul Harpooner 0.09 tix
2 Fiery Cannonade 0.06 tix
2 Ravager Wurm 0.12 tix
75 Cards Total
Creatures (32)
4 Growth-Chamber Guardian 4 Rare
4 Merfolk Branchwalker 4 Unc.
4 Wildgrowth Walker 4 Unc.
4 Gruul Spellbreaker 4 Rare
4 Jadelight Ranger 4 Rare
4 Steel Leaf Champion 4 Rare
2 Grand Warlord Radha 2 Rare
2 Nullhide Ferox 2 Mythic
1 Skarrgan Hellkite 1 Mythic
3 Ghalta, Primal Hunger 3 Rare
Planeswalkers (1)
1 Vivien Reid 1 Mythic
Enchantments (4)
4 Rhythm of the Wild 4 Unc.
Lands (23)
1 Field of Ruin 1 Unc.
9 Forest
5 Mountain
4 Rootbound Crag 4 Rare
4 Stomping Ground 4 Rare
Sideboard (15)
2 Banefire 2 Rare
4 Cindervines 4 Rare
2 Damping Sphere 2 Unc.
3 Kraul Harpooner 3 Unc.
2 Fiery Cannonade 2 Comm.
2 Ravager Wurm 2 Mythic
75 Cards Total

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Calculating the deck price based on your collection ...

Calculating the deck price based on your collection ...

Deck Primer / Description

Hello!
At first glance, this looks like your every day gruul deck; Breaking out into chaos with riot early game. If you take a closer look though, we have more of a midrange shell for gruul. There's a lot of synergy in this deck, and I'll go over them with you.
To start, we have our namesake cards: Growth-Chamber Guardian and Rhythm of the Wild. Rhythm is a really good card that gives all of our creatures riot! If you look at our deck, we are running 31 creatures in the mainboard. That's a lot of riot. There are many great things that we can do with this card, but the first that I'd like to point out is that we can use it to trigger Guardian immediately. If we have Rhythm on the field and play Guardian, we can riot to put a +1/+1 counter on it. This will cause the Guardian to trigger, and we can go tutor for another Guardian. If we played Rhythm on turn 3, then we can play our first Guardian AND the one we searched for on only turn 4!
Another thing we can do with Rhythm, is we can double our riot on some of our creatures. If a creature enters the battlefield with two instances of riot, we may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature would be redundant, but we’re not going to tell the Gruul how to live their lives.
You'll notice that we also have the explore package. We have Merfolk Branchwalker and Jadelight Ranger for our explore base. Along with this, we have Wildgrowth Walker to add some much-needed sustainability if we ever to hope to live in the mid-late game. Add explore and riot, and pretty soon stuff gets out of hand.
Now all of this puts a ton of power onto the board. If we can't win with the board we have, we can drop a Ghalta, Primal Hunger and give it riot. There's not a whole lot of stuff that's scarier than a 12/12 trample haste swinging at you early-mid game. A lot of the time, playing Ghalta with Rhythm out on our field will be a game-ender.
For our protection against cards like Settle the Wreckage, we mainboard 4 Gruul SpellbreakerPlaneswalker Stamp. The card is just insane in itself, and we can make it even crazier by putting it in this shell with all of those riot triggers.
An important thing to note is that some cards in this deck are only good in the first game. You'll see that we side some cards out more than others, but that doesn't make that card bad. They are still well worth it and they earned their place in this deck.

As for our sideboard, you really can only use this one as a guideline. I almost excluded a sideboard because your sideboard should be based on your store's meta. This being said, I'm going to go through what I would do for my meta.

Against Control/Nexus:
It's important to keep in mind that in this match up, we just need to resolve our Rhythm, because it makes our creatures uncounterable.
+4 CindervinesPlaneswalker Stamp
This card will allow you to deal damage to them whenever they cast spells to counter your stuff, or to take extra turns. In our Nexus of FateFoil match-up, we straight up win the game with this out if they can't find a solution to it.
+2 Ravager Wurm
This is a creature that can get rid of absurd cards like Search for Azcanta to avoid being combo-ed out by our opponents.
+2 Banefire
This card is an instant speed burn spell that-if X is 5 or greater-we don't have to worry about it being countered.
-2 Grand Warlord Radha
In games where we just can't always rely on having a Spellbreaker in hand, we may not want to be attacking with as many creatures each turn.
-4 Wildgrowth Walker
Although the life gain provided by this is nice in most games, we just don't need it in this match up. With how competitive some metas are, we just can't have any loose ends in our decks.
-1 Skarrgan Hellkite
We have this in our deck mainly for flying, but that's irrelevant in this match up unless they're playing Lyra Dawnbringer, but I still don't believe that It's worth keeping in. We also have it in our main deck for the synergy it has with Radha, but since we're taking her out, that synergy is gone.
-2 Nullhide Ferox
Though it varies from match up to match up, I usually take this out because of the number of noncreature spells we bring into our deck after game 1.

Against Mono Blue Tempo:
It's Important to keep in mind that in this match up, that even if our creatures are turned into base power/toughness 0/2, that they still have their +1/+1 counters.
+3 Kraul Harpooner
This card can hit our opponent's creatures that we can't reach with out huge creatures on the ground.
+2 Fiery Cannonade
This is a very good card in this match up. Our opponent will have a lot of small creatures. Another upside is that this can't be countered by Siren Stormtamer.
-2 Grand Warlord Radha
When we look at our deck in this match up, this is just one of the weakest links in the deck. It doesn't interact with our opponent's creatures enough.
-2 Nullhide Ferox
We aren't bringing in a lot of noncreature spells, but it's absolutely crucial that we are able to cast those at any moment. This is a nice road block for turn 4, but it won't be if our opponent's creatures can't be blocked.
-1 Gruul SpellbreakerPlaneswalker Stamp
This is a very good card, no doubt. We just don't have to worry a whole lot about having hexproof in this match up.

Against Izzet Drakes/Phoenix:
It's Important to note that we have life gain, and that in itself will make it a tougher match up for our opponent. You could shift the changes around to include Kraul Harpooner in your game 2, but single target removal wasn't quite enough motivation for me when looking at what to take out. for removal, we already have vivien reid and skarrgan hellkite for single target removal anyways. With some of our sideboard cards, you can even kill the drakes if you play your cards right.
+4 CindervinesPlaneswalker Stamp
This is our most important include for this match up. Our opponent will be casting a ton of noncreature spells, and I'm not sure that they actually have a way to deal with this card.
+2 Fiery Cannonade
This will clear our opponent's board of phoenixes. Make sure you play this during combat on their turn so that they can't get extra value out of storming off again. If you have hellkite out, you can pay 4 mana to kill a drake if you have the mana to do so.
+2 Damping Sphere
Though this does slow down our plan to play two guardians on turn 4, this is necessary so that it becomes more difficult for our opponent to cast as many spells each turn.
-2 Nullhide Ferox
We're bringing in a lot of noncreature spells, and it's absolutely crucial that we are able to cast those. The reason this is in our mainboard is because it's a turn 4 road block to discourage our opponents from attacking, and to stay on the defensive.
-2 Grand Warlord Radha
When we look at our deck in this match up, this is just one of the weakest links in the deck. It doesn't interact with our opponent's creatures enough.
-3 Ghalta, Primal Hunger
It is tempting to keep this in to try to outpace your opponent, but the cards that we're bringing in are much more important to interact with our opponent.
-1 Gruul SpellbreakerPlaneswalker Stamp
This is a very good card, no doubt. We just don't have to worry a whole lot about having hexproof in this match up.

Against Mono Red Burn/Experimental Frenzy:
It's Important to note that we have life gain, and that in itself will make it a tougher match up for our opponent.
+4 CindervinesPlaneswalker Stamp
Not only will this punish our opponent for casting spells, but we can sacrifice this to destroy Experimental frenzy! Don't forget that they also take damage from cindervines being sacrificed.
+2 Damping Sphere
This card is important to make it as hard as possible for our opponent to storm off with experimental frenzy, or whatever burn they may be playing. Their deck relies on being fast, and we slow them down a whole lot with this card.
-2 Grand Warlord Radha
When we look at our deck in this match up, this is just one of the weakest links in the deck. It doesn't interact with our opponent's creatures enough.
-2 Nullhide Ferox
We're bringing in a lot of noncreature spells, and it's absolutely crucial that we are able to cast those. The reason this is in our mainboard is because it's a turn 4 road block to discourage our opponents from attacking, and to stay on the defensive. The issue is that if we are unable to slow them down, this card can't block the high possible number of creatures that will be attacking.
-2 Ghalta, Primal Hunger
It is tempting to keep this in to try to outpace your opponent, but the cards that we're bringing in are much more important to slow down our opponent.

I will update this in the future as I see more decks in my meta or online, but for now that's all.
Thanks for reading this, and I hope you enjoy playing this deck,
TheGuyWhoNeverGoes4o

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