Arcane Foundry › Commanders › Grunn, the Lonely King
Grunn, the Lonely King
Legendary Creature — Ape Warrior · {4}{G}{G} · Green commander
Kicker {3} (You may pay an additional {3} as you cast this spell.)
If Grunn was kicked, it enters with five +1/+1 counters on it.
Whenever Grunn attacks alone, double its power and toughness until end of turn.
Build a Grunn, the Lonely King deck →
What Grunn, the Lonely King actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Grunn attacks alone, double its power and toughness until end of turn.
- Keyword · kickerkicker
What a Grunn, the Lonely King deck needs
Plays as voltron. What the commander asks of the other 99 — read from the card and checked by hand.
- equipment, auras and evasion for a lone attacker (attacking alone doubles it)
- ramp to kick it
The Grunn, the Lonely King deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 10× Make the commander connect — a body that never deals combat damage never triggers
- 6× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Grunn, the Lonely King
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
- Ellywick Tumblestrum4 mana
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Eldrazi Monument5 mana
- Akroma's Memorial7 mana
- Bellowing Tanglewurm5 mana
- Primal Rage2 mana
- Tanglewalker3 mana
- Rancor1 mana
- Shadowspear1 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Branching Evolution3 mana
- Hardened Scales1 mana
- Ozolith, the Shattered Spire2 mana
- Kami of Whispered Hopes3 mana
- Benevolent Hydra2 mana
- Michelangelo, Weirdness to 112 mana
- The Earth Crystal4 mana
- High Score3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana
- Chrome Mox0 mana