In the original Duels 2013 DLC and the follow-up DLC deck pack #1, players got their hands on Ravnica and Gatecrash-themed guild decks for Izzet, Golgari, Selesnya, Rakdos, Azorius, Simic, and Boros.

Today, we’re proud to reveal the deck lists for the last remaining Ravnica guilds,* Gruul and Orzhov. The former green/red Berserker Rage captures the clan’s passion for pounding, while the latter Grim Procession makes a mockery of the afterlife. At the same price as previous packs, these decks are a steal for fans of Big Nasty Creatures.

DLC Deck Pack #2 Top 10 Picks from each deck

While you can certainly see the full deck lists below, this video gives you an overview of my favorite cards from both Berserker Rage and Grim Procession. Get a head start on your deckbuilding with these picks, and get additional insight into the themes and strengths of each deck!

Gruul (G/R) deck list: Berserker Rage

True to its name, Berserker Rage is all about winning with your fists/claws/airborne bodies. With a large number of undercosted fatties, this Gruul deck is capable of putting on a lot of pressure, especially for anything that relies on damage-based removal to keep the board clear of threats.

Unlike previous green/red Duels decks, Berserker Rage doesn’t have a particularly aggressive mana curve before turn four. There isn’t any ramp, and most of the creatures that cost between one and three mana are easily dispatched. As a result, Gruul players will more frequently find themselves setting up defense in the first few turns as they plan to unleash big hitters like Rumbling Slum, Shivan Wurm, and the like.

Of course, once those big boys hit the battlefield, your opponent is going to need answers fast. Most of these critters are vulnerable to removal, but the deck has enough threats that it can topdeck 5/5 creatures easily even after the first few have been killed. Failing that, pump effects like Rancor, Berserk, and Wildsize can put the hurt on enemies even if you’re only capable of keeping smaller beasts in play.

One of my initial fears for Berserker Rage was that, as a midrange aggro deck, it would run out of steam by turn seven or eight, allowing control decks like Crosswinds and Sky & Scale to stomp all over it. While that’s certainly a consideration, a few inclusions can help Gruul overcome defenses and eke through lethal damage. Multiple cards are capable of granting your big attackers trample. Other effects like Fling and Soulblast can hurl insane pain directly at your enemies’ faces.

If anything, Berserker Rage will have the hardest time overcoming heavy removal, as well as fast piles like Goblin Gangland. After all, dropping a 7/7 creature on turn five is only a good deal if you actually live to turn five! For these reasons, I anticipate this green/red deck will land in the upper-mid tier, being a worthy contender against the majority (but not all) of the most common decks.

Surge to victory with the red and green “Berserker Rage” deck. Summon formidable monsters, and when opponents let their guard down, use might magic to double their size!

Berserker rage unlocks

Orzhov (B/W) deck list: Grim Procession

Grim Procession is actually incredibly similar to Berserker Rage in that its real threats don’t really show up until turn 4. This black/white deck features a lot of early removal and control options, but most of the cheaper creatures (save Vampire Nighthawk) are expendable throwaways you’ll primarily use to stall faster decks.

Castigate, Unmake, Pillory of the Sleepless, and Damnation are all reliable methods of shutting down enemy aggro. So, most good players will end up using six to eight early game control spells, then transitioning over to air finishers like Bloodgift Demon and Divinity of Pride. These threats, while not unsurmountable, will quickly swing the battle in Orzhov’s favor if not promptly removed. Of course, they can always come back, thanks to cards like Reanimate and Debtor’s Knell, which will have a profound impact on your opponent’s mood.

If Grim Procession has a problem, it’s going to be predictability. With so many five-to-seven mana bombs and so few powerful early game permanents, your foes will be able to pounce on initial signs of weakness. For aggro, that means lots of creatures knocking at your door, begging for removal. Against combo and control elements, you’ll find yourself fishing for mana as they play draw/go, ultimately hoping to negate your biggest threats as they appear. While you can recover with a lucky Necromancer’s Covenant, coming back from card disadvantage isn’t going to be easy.

That said, Grim Procession is clearly in possession of plenty of its own answers, so it should have no problem dispatching any deck that relies on one-of beatsticks. Prepare to have an advantage over Berserker Rage, as well as Mindstorms and possibly Sepulchral Strength. Ultimately, this Orzhov deck has a lot of internal synergy and therefore will find itself either running out of steam or accelerating to overdrive very quickly.

The end is nigh! Wield the spirits, shades, and life-sapping magic in the white and black “Grim Procession” deck to show opponents that their defeat is inevitable.

Grim Procession unlocks

* While rumors of a tenth guild have often circulated in the city, there has never been conclusive evidence that the so-called “House Dimir” actually exists.