Ruric Thar, the Unbowed
Legendary Creature — Ogre Warrior
Ruric Thar, the Unbowed attacks each turn if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
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Ruric Thar, the Unbowed Discussion
1 week ago
Your creatures are split between wanting to "go wide," and wanting to go big. I like Surrak; he was even my favorite card to come out of Tarkir. I'll say that he synergizes more with large threats than he does with cheap beats that want to come down early. He also-- by very rules text-- works better with creatures than with other card types. Ruric Thar, the Unbowed fits the same sort of build. However, you're running 35 non-creature spells, and only 26 (27 with Surrak) creatures. Ultimately, I'd suggest moving Surrak from the Command Zone to the 99, and going with Animar, Soul of Elements instead. RUG is probably the most pushed color combination right now, so capitalize on that luxury and jam the best beasts out there. Best of luck, and have some fun.
1 week ago
I also share a similar sentiment to the rest of the group regarding Ulrich's place amongst the pack. I run him as my commander simply to take off some early heat from the Storm players rather than have Ruric Thar, the Unbowed front and center.
In regards to the 3-color debate, I definitely agree a strong werewolf deck is possible with the support of a third color. In my mind, Naya has been the ideal combination due to White's ability to tax spells and limit the number of spells cast altogether. Temur can do this in a much smaller capacity but it's still possible. Personally, I feel that Jund has the least to offer of the 3 colors in regards to keeping it a tribal-centric deck. The inclusion of Black in general adds so much more removal, tutor, and card draw but, then I feel the deck becomes more Jund good stuff than real werewolves.
But, I feel that there could be a cool way to do a Jund commander through Tovolar. Since it's been shown his Howlpack utilizes blood magic to transform others into werewolves, I could see a G/R casting cost with a Black ability along the lines of:
4B: As an additional cost to use this ability, pay X life. You may transform up to X creatures until end of turn where X is the amount of life paid. Activate this ability only once per turn.
Or X represents the CMC of creatures transformed. I think it's a bit broken phrased that way but it's a flavorful way to integrate Black into werewolves. This way we can use old school werewolves, flip Garruk, and get all of the good stuff black can offer.
1 week ago
First I would like to welcome you on T/O!
Perhaps you have seen it already; this place is a great community where great decks and ideas come to life. If you ever need help with any deck, then there are usually several people willing to help you. Just ask :)
While I am here, let me give you a few budget Angel of Serenitysuggestions for your deck:
- Archetype of Endurance
- Worldspine Wurm
- Ruric Thar, the Unbowed
- Angel of Serenity
- Lurking Predators
- Stonehoof Chieftain
If you would like to see other EDH decks, you can always check the ones I play which are present on my profile page. I like to play with this deck the most of the time. An upvote is always appreciated :)
Have fun on T/O!
2 weeks ago
Sorry for taking so long to get to this. Overall, I think the deck is probably a bit slow for what you're trying to do? Are you trying to go with a counters theme? Or are you really wanting to push the legendary theme? I honestly think you could make a better deck by not bothering with all legendaries, which feels kind of janky, but rather just good stuff. My philosophy about life gain in edh is that it is bad haha. It's only worthwhile if you are gaining repeated utility out of it (i.e. using Phyrexian Reclamation or Erebos, God of the Dead). I also believe that signets should be added to just about every edh deck out there. A few suggestions:
Suggestions to add:
Lightning Greaves, Shizo, Death's Storehouse, Rogue's Passage, Conqueror's Flail, Hero of Bladehold, Chrome Mox, Aurelia, the Warleader, Sun Titan, Solemn Simulacrum, Grave Titan, Cultivate, Kodama's Reach, Oracle of Mul Daya, Krosan Grip, Beast Within, Explosive Vegetation, Gruul Signet, Golgari Signet, Selesnya Signet, Sylvan Library, Mana Crypt, Ghostway, Boros Charm, Garruk Wildspeaker, Recruiter of the Guard, Mother of Runes
Suggestions to cut:
Kari Zev, Skyship Raider, Reki, the History of Kamigawa, Thalia's Lancers, Tsabo Tavoc, Ruric Thar, the Unbowed, Heroes' Podium, Evolving Wilds, Genesis Wave, Harmonize, Momentous Fall, Soul's Majesty, See the Unwritten
If you decide to go with tokens or counters as a theme, of course the requisite Doubling Season and then a card like Assemble the Legion would be fun. Another route you could take is multiple combats.
If you add more ramp, you might be able to shave a land or two. Do you already have this deck built or is it a work in progress?
Let me know if you want me to explain why I'd cut, add, or replace something.
3 weeks ago
1 month ago
Man, there's a lot here. Personally I would take out about 3-4 lands. 42 seems a bit much, you really don't wanna be flooded.
In my deck Xenagos, the Chubby Chaser, I use big creatures to get the most out of Xenagos while stopping my opponents dead in their tracks with cards like Price of Glory, City of Solitude, Urabrask the Hidden and Vorinclex, Voice of Hunger, heck you could really use a card like Winter Orb after a huge creature is out.
Removal I use around 8-10 sources. Chandra's Ignition and Blasphemous Act are the best in red. Your spot removal is pretty spot on ;p except maybe use Reclamation Sage or Bane of Progress instead of the caterpillar.
For cuts I would cut out Fires of Yavimaya and your haste sources because if you play a dude Xenagos will give it haste. Seems redundant. Chandra because she does little for you because if your dudes are huge and have trample it doesn't matter if their creatures block. you could play Garruk, Caller of Beasts. Curse of Predation when you could play Berserk. Avenger of Zendikar seems too slow here, to me Xenagos and tokens really don't mix. Desolation Twin seems too expensive for this deck for giving you two 10/10s with no abilities. Burn from Within doesn't do enough to me to just kill one creature.
Coming in I would definitely put in Oracle of Mul Daya, Ruric Thar, the Unbowed, Strionic Resonator, Mage Slayer, Scourge of the Throne, Dragonlord Atarka, Savage Beating, Aggravated Assault, Nylea, God of the Hunt, Greater Good, Thunderfoot Baloth, Blood Moon, Kalonian Hydra seems good.
Overall, good deck. R/G is fairly easy to build. Finally, don't let somebody tell you that the deck you worked hard to build is a fail. Let them give you pointers and suggestions but you do whatever the hell you wanna do. Control is a hard archaetype to play, it takes timing and it always draws some hate (trust me I know). If you didn't like it that's fine, but don't let other people take the control player out of you. If they don't like it, tell them to board cards in that deal with it. That's their issue not yours. Good luck and above all else have fun!
1 month ago
1 month ago
Wizno: Back in the early stages of my deck, I attempted to run it in my Werewolf deck. It didn't turn out like I had hoped. Deathtouch wolves and the ability to mass produce them seemed awesome as well as the ability to sink mana into something (I originally ran Ruric Thar, the Unbowed so I tried hard not to cast spells). Then again I may not have had enough elves. In total I had 7 if you count Mutavault. There was also Elvish Harbinger, Wolf-Skull Shaman, Bloodbraid Elf and my two Changelings Chameleon Colossus and Taurean Mauler.