Raymond Swanland knocks it out of the park. A dope card but another victim of it's cmc being one too high. Animating a land with Skarrg Guildmage then bloodrushing this onto it seems like a blowout.
pedrodyl
★★★★☆ (4.1/5.0)(5 votes)
Oh look another overcosted prerelease/intro deck foil. What a surprise.
Flyheight
★★★★☆ (4.1/5.0)(7 votes)
Oh hey there Molimo, Maro-Sorcerer, I almost didn't see you there. You've dyed your hair red I see. Oh and traded in Trample for a more cooperative mechanic, not a bad trade. And you've dropped 1 off your CMC. I like it, it looks slimming on you.
badmalloc
★★★☆☆ (3.1/5.0)(8 votes)
I really feel like this guy could cost three.
Leonin_Kha_Cameron
★☆☆☆☆ (1.8/5.0)(3 votes)
@badmalloc: It does cost three. Yes guys, I agree that this isn't a great creature but it is an awesome Bloodrush card: late game it will give a massive boost and leave enough mana to do other things like give your target trample with Skarrg Guildmage or Ghor-Clan Rampager. Only use this as a creature when you just need a beefy blocker or attacker.
DoragonShinzui
★★★★★ (5.0/5.0)(2 votes)
Buff when you need it, beef when you don't. I like it! By the time you cast this monster in Gruul, you should have plenty of lands out. Probably more than 6 with some of their handy tricks.
Vividice
☆☆☆☆☆ (0.9/5.0)(5 votes)
That card looks bland and janky. Oh well, it's a Promo. To bad we don't get good Promos anymore these days.
It doesn't even has trample.
Purplerooster
★★★★★ (5.0/5.0)(1 vote)
Lols, a creature this is a non-bo with ramp via elves, but is a growing threat with late ramp such as Boundless Realms.
Blackworm_Bloodworm
☆☆☆☆☆ (0.0/5.0)
@badmalloc: Agreed. At least if not . It's because of Dungrove Elder. In most circumstances, both creatures will have their stats increasing at the same rate. We're just trading Hexproof for Bloodrush.
Vakyoom
★★☆☆☆ (2.8/5.0)(2 votes)
You have Skarrg Guildmage to give trample to this guy... You have to think about what colors this guy is before saying "EHMAGERD, DIS ONES EQULZ OVER COZTEDZ!"...
He's green, incase no one noticed... So play this guys turn 4 when you have two extra lands out already. And then turn 8 when you've got 10 lands out, give your unblocked attacker +10/+10 for the win...
Then you have to consider Domri Rade, who can put this guy into your hand and also give everything you control trample... I mean seriously guys, do i have to remind you that Rubblehulk is a GREEN card a second time??
If this creature costed 3, he would be out turn 2 and would be worse than evolve creatures early game. He is cost appropriate for his color wheel, and that is a fact. use your brains to think of ways to make a card this good work in a deck and it will do work son.
raptorman333
☆☆☆☆☆ (0.0/5.0)
when i compare it to consuming aberration and some of the other rares in this set, i'd rather it cost 1 less, even if that one less made the mana cost more restrictive, i.e. 2RGG. great in standard and perhaps edh, debatable for anything else.
still, 4/5
Santiclause
☆☆☆☆☆ (0.0/5.0)
At first, I thought this card was bad. "Man, the Gruul promo is kind of trash - I'd rather have the Simic promo, but I really like the Gruul mechanics..." After my first few games, I realized how wrong I was. Rubblehulk almost never hit the field - I think I played him once today at the prerelease. He nevertheless won me, singlehandedly, at least 3 to 4 games. His combat trick is fairly cheap, and HUGE once you have, let's say, 6 mana. With 3 mana open that's enough for any of Gruul's other ridiculous combat tricks. Like maybe another Rubblehulk.
I don't know how good he'll be in proper constructed formats, but I honestly can't wait to find out. Definitely one of my favourite cards from Gatecrash. I'm glad I went with my gut and got the sweet art.
rexagon
☆☆☆☆☆ (0.0/5.0)
A nice good creature that has a powerful ability. In , there will be no shortage of lands. Playing his bloodrush on turn six is satisfying. Even better when the target is another Rubblehulk.
PastProphet
☆☆☆☆☆ (0.0/5.0)
doesn't seem to be much land ramp (in limited) but, bloodrush for 5 or 6 could steal a few games - for only 8 mana: Bloodrush for +8/+8; Wildwood Rebirth on the Rubblehulk; Bloodrush for +8/+8
Meekle58
☆☆☆☆☆ (0.0/5.0)
I think they got this and Ghor-Clan Rampager's rarity slot mixed up. Suits me just fine, because Ghor-Clan Rampager is a much much better card.
saber56
☆☆☆☆☆ (0.0/5.0)
IF bloodrush is not a spell and can not be countered by just counterspell (A bloodrush ability isn't a spell and can't be countered by things that only counter spells. It uses the stack and can be responded to normally. (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/228)).
Then what can counter bloodrush (ability)?
TheWallinator74
☆☆☆☆☆ (0.0/5.0)
A guaranteed +3/+3 when Bloodrushed and a guaranteed 6/6 body if hardcasted. It's not the best thing we've seen out of the new Gruul, but it's pretty good nonetheless, and a fitting Promo card.
Smoke_Stack
☆☆☆☆☆ (0.0/5.0)
the ability is solid but he's kinda junk in a deck with Borborygmos. Great if you're searching up tons of land, not so great if you're throwing the land away.
I'd like to see it have something like "Sacrifice a land: Rubblehulk is indestructible this turn." Or perhaps "RRGG1: Regenerate Rubblehulk." Or, in another direction, "When Rubblehulk enters the battlefield, search your library for a Forest or Mountain card and put it onto the battlefield tapped. Then shuffle your library." Honestly, I'd even be happy with "Trample".
As it is, when played as a creature, it just doesn't have the impact that a six drop should have. Its bloodrush is pretty powerful though, and can easily be a finisher on a trampler or any unblocked creature.
Mprime818
☆☆☆☆☆ (0.0/5.0)
HotHit
☆☆☆☆☆ (0.0/5.0)
As far as other Gruul cards it relates to go, all Ruric Thar the Unbowed sees is a lack of excuse to punch his controller. Borborygmos Enraged puts more land in your hand (and creatures in your graveyard), he also gives you the option to turn them into 0 mana mostly uncounterable lightning bolts, so you know, you've got a 6 mana 8/8 or a 3 mana +8/+8. Zhur-Taa Swine has the same bloodrush cost and better stats when you have 3 or 4 lands (which it can quite easily be dropped at in green. Gruul Turf, Zhur-Taa druid and Zhur-Taa Ancient all reduce the amount of lands you need to use. It won't even survive ground collapse in the mirror.
If that doesn't convince you to at least question Rubblehulk. I play a land based deck that loves land and land matters cards. I still feel bad for drawing this card. Not Bountiful Harvest bad, but it's the same "Oh God I would've preferred to topdeck a forest" feeling.
Deadling
☆☆☆☆☆ (0.0/5.0)
This cards best ability for me, is sadly, going to be it's bloodrush effect. But for what I have in mind for this deck I'm wanting to put together, that will do nicely.
YiffyRaptor
☆☆☆☆☆ (0.0/5.0)
So. I discovered some really nice tech while playing around with Born of the Gods stuff.
Rubblehulk is amazing in the same deck as Courser of Kruphix, preferably in some sort of Jund build that can abuse that kind of synergy.
Technetium
☆☆☆☆☆ (0.0/5.0)
The main problem with this creature (and why it doesn't see any serious play in Standard) is that there really is very little land-acceleration in use, and not in these colors. There's plenty of mana-ramp in the form of elves and caryatids, but they do nothing to make this bigger. It's also pretty expensive to cast compared with what other creatures are like today.
CogMonocle
☆☆☆☆☆ (0.0/5.0)
The kind of card I enjoy killing an opponent with as they badmouth it (in limited). I played Green in Journey Into Nyx prerelase with Hero's Bane.
"The green promo is so bad it's a 4/4 for 5 they just-"
"Rouse The Mob, Coordinated Assault, Activate its double ability. Take 14, you're dead."
mirosith
☆☆☆☆☆ (0.0/5.0)
This is art is astonishingly similar to Mycoloth No wonder they're by the same artist.
Comments (27)
Yes guys, I agree that this isn't a great creature but it is an awesome Bloodrush card: late game it will give a massive boost and leave enough mana to do other things like give your target trample with Skarrg Guildmage or Ghor-Clan Rampager. Only use this as a creature when you just need a beefy blocker or attacker.
To bad we don't get good Promos anymore these days.
It doesn't even has trample.
Agreed. At least
It's because of Dungrove Elder.
In most circumstances, both creatures will have their stats increasing at the same rate. We're just trading Hexproof for Bloodrush.
He's green, incase no one noticed... So play this guys turn 4 when you have two extra lands out already. And then turn 8 when you've got 10 lands out, give your unblocked attacker +10/+10 for the win...
Then you have to consider Domri Rade, who can put this guy into your hand and also give everything you control trample... I mean seriously guys, do i have to remind you that Rubblehulk is a GREEN card a second time??
If this creature costed 3, he would be out turn 2 and would be worse than evolve creatures early game. He is cost appropriate for his color wheel, and that is a fact. use your brains to think of ways to make a card this good work in a deck and it will do work son.
still, 4/5
After my first few games, I realized how wrong I was. Rubblehulk almost never hit the field - I think I played him once today at the prerelease. He nevertheless won me, singlehandedly, at least 3 to 4 games. His combat trick is fairly cheap, and HUGE once you have, let's say, 6 mana. With 3 mana open that's enough for any of Gruul's other ridiculous combat tricks. Like maybe another Rubblehulk.
I don't know how good he'll be in proper constructed formats, but I honestly can't wait to find out. Definitely one of my favourite cards from Gatecrash. I'm glad I went with my gut and got the sweet art.
but, bloodrush for 5 or 6 could steal a few games
-
for only 8 mana:
Bloodrush for +8/+8;
Wildwood Rebirth on the Rubblehulk;
Bloodrush for +8/+8
Then what can counter bloodrush (ability)?
I'd like to see it have something like "Sacrifice a land: Rubblehulk is indestructible this turn." Or perhaps "RRGG1: Regenerate Rubblehulk." Or, in another direction, "When Rubblehulk enters the battlefield, search your library for a Forest or Mountain card and put it onto the battlefield tapped. Then shuffle your library." Honestly, I'd even be happy with "Trample".
As it is, when played as a creature, it just doesn't have the impact that a six drop should have. Its bloodrush is pretty powerful though, and can easily be a finisher on a trampler or any unblocked creature.
If that doesn't convince you to at least question Rubblehulk. I play a land based deck that loves land and land matters cards. I still feel bad for drawing this card. Not Bountiful Harvest bad, but it's the same "Oh God I would've preferred to topdeck a forest" feeling.
Rubblehulk is amazing in the same deck as Courser of Kruphix, preferably in some sort of Jund build that can abuse that kind of synergy.
I played Green in Journey Into Nyx prerelase with Hero's Bane.
"The green promo is so bad it's a 4/4 for 5 they just-"
"Rouse The Mob, Coordinated Assault, Activate its double ability. Take 14, you're dead."
No wonder they're by the same artist.