|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Rare|
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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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|Have (27)||Ashy , redlegs_17 , switchkill65 , Antiat , voidruby , Dr_Jay , KipIsKosher , Nemesis , zachi , Auriel , joshw335 , philktoken8998 , thetechzombie , GoldGhost012 , Axtel , RPG_FOX , miracle , JAT0 , gildan_bladeborn , HR19 , the.beanpole , orzhov_is_relatively_okay819 , , saj0219 , golgarigirl , , Psycheretic|
|Want (2)||Turtlelover73 , shinobigarth|
Ruric Thar, the Unbowed Discussion
2 weeks ago
3 weeks ago
Finally threw in those Ruric Thar, the Unboweds, Vorapede is gone from the side board as I really only ever sided him in against a VERY specific deck, that isn't even on the ladder, Two Thragtusks are now sideboard to replace that as they are better in each matchup than Vorapede would have been.
Testing out Glorious End vs Pact of Negation mainboard, though it will almost assuredly replace Terastodon in the sideboard, if I get to turn 6 vs Scapeshift/Valakut/Bring to Light and Valakut, the Molten Pinnacle is on board I'm already dead, Glorious End would give a far better chance at survival.
All in all I like where this deck currently is powerwise still, there hasn't been much I've needed/wanted to change. It can keep up with just about any deck in modern. Special Thanks to lemmingllama for helping me shape this deck from the ground up and giving the initial spark for this list.
4 weeks ago
Seriously though, R/G is your best bet. Make sure to use changelings, as there aren't enough apes to go around. As for the general, Xenagos, God of Revels or Ruric Thar, the Unbowed are your best bets.
1 month ago
Wasitora, Nekoru Queen sample deck: http://tappedout.net/mtg-decks/dragon-tribal-rug/
Ruric Thar, the Unbowed: http://tappedout.net/mtg-decks/rain-of-salt-ruric-thar-the-unbowed/
Meren of Clan Nel Toth: http://tappedout.net/mtg-decks/meren-precon/
Kolaghan, the Storm's Fury: http://tappedout.net/mtg-decks/10-01-15-kolaghan-dragon-tribal/
Kaalia of the Vast: http://tappedout.net/mtg-decks/kaalia-of-the-vast-08-08-13-1/
Karrthus, Tyrant of Jund: http://tappedout.net/mtg-decks/karrthus-tyrant-of-jund-8/
Prossh, Skyraider of Kher: http://tappedout.net/mtg-decks/24-08-14-prossh-precon/
1 month ago
A couple of things:
If you wish to create another line when typing up individual cards, press the space bar 3 times then move the new item to the next line.
If you wish to display a card put the card name in both brackets: [ ].
Now as for your deck, I think the changes made so far work. I'd try to get your Elvish Mystic count to 4, but that's just me.
With my suggestions:
2.) got it.
4.) Charging Monstrosaur: I guess for the deck you are running he works.
5.) Mortal's Resolve: understood.
6.) Flinthoof Boar: like Kird Ape you gain a benefit from simply having a mountain and a forest in your deck. the P/T boost is easy to obtain for the low cost that they are. Additionally, they don't hurt your wallet. As for Experiment One and Dryad Militant, if you are going for a more aggressive approach, then they can work, but like saber4734 said, you want to have one main focus and maybe smaller side thoughts in your deck.
7.) Wasteland Viper: its cute, but as a 1/2 with deathtouch, it mostly just sits there waiting to die without ways to pump it up.
8.) Other thoughts:
- Skullcrack -> better, if you are going more of the burn route than the creature heavy deck.
- Burn Away, Clan Defiance, Homing Lightning -> All these spells cost too much for the subpar delivery they give you.
Hope this helps!
1 month ago
Yeah, I have my deck right here. Do note the description is partially under construction, so it might mention some cards that are no longer in the deck or lack descriptions for some of it's mechanics.
To say the least both cards I suggested to you have worked wonderfully in shutting down commanders such as Atarka, World Render and Uril, the Miststalker as well as other threats like Blightsteel Colossus from pulling off one-shot KO's. The Bridge and Presence give ample enough time to react when you need it most. While Divine Presence doesn't turn off combat it effectively wrecks commanders like Ruric Thar, the Unbowed, Heartless Hidetsugu, and Vial Smasher the Fierce where Ensnaring Bridge would fail to protect you from, and 3 damage at most is a lot better to take than instances of 8, 9, or 10 damage.
1 month ago
Thanks for the massive comment Seraph_Six and a great deal of helpful advice, you've given me loads to think about. If you don't mind, I'll reply in reverse order :)
Burgeoning: I agree that this card usually only helps during the first few turns. However, when it CAN be used early, the advantage I get usually determines how the game ends. Therefore, I intend to keep it for now.
Elemental Bond: I love this card because it's cheap and gives me extra draw (which isn't something you get often when playing green). However, Soul of the Harvest would be a great addition to the deck's draw capabilities; so I've decided to replace Ruric Thar, the Unbowed with it.
Strionic Resonator: there are so many permanents this artifacts synchronizes with, that I wouldn't dream of parting with it in this deck. It can double the amount of sacrifices caused by the Eldrazi, it can generate twice the amount of dragons generated with Utvara Hellkite, it can help me draw additional cards from Elemental Bond, just to name but a few examples.
Xenagos, the Reveler: He's truly been invaluable in this deck. Thanks purely to him and Selvala, Heart of the Wilds I've managed to both use Mayael AND summon something game- determining by turn 5-6. These cards will both remain in the deck.
Sylvan Caryatid/Rampant Growth: Getting rid of ramp? No, sorry. Sure, these mayb the weakest ramp cards but this deck is so dependent on large amounts of mana that I wouldn't want to consider getting rid of any of its current sources.
Rhonas the Indomitable: Fantastic card indeed, but currently outside my price range.
Novablast Wurm: Interesting card and does work well with Avacyn. But unfortunately, ONLY with Avacyn. This deck is too dependent on its creatures to blow everything up.
Akroma, Angel of Fury, Akroma, Angel of Wrath, Baneslayer Angel, Carnage Titan and Dragonlord Atarka: I want the creatures in this deck to be more than just powerful by themselves; I want their strength to add to the strength of the others. So although these creatures are all awesome individually, I've decided not to include them.
Blightsteel Colossus: Way outside my price range and it also has infect (which has been banned by my playgroup).
Atarka, World Render: Actually, there are only three dragons in deck (four, if you would count Atarka too). Adding her I'd therefore consider to be an inferior choice over the other support options I've made. However, you might be pleased to hear she's the commander of one of my dragon decks (which I still need to post).
Well, that's it. Thanks for bearing with me and thanks for all your advice. I hope you agree that it's been put to good use. Thanks again and happy gaming!
1 month ago
Always love seeing a Mayael deck and how different people make them. Typically, I prefer at least 35-40 creatures just to bring that miss percentage down. You can mathematically assume that 40 creatures will give you a 2 choices out of that 5 almost every time.
That being said, here's a list of some of my favorite big Naya creatures:
Akroma, Angel of Fury (Protection from stuff.)
Akroma, Angel of Wrath (Protection from stuff.)
Atarka, World Render (Especially since you have a fair bit of dragons.)
Baneslayer Angel (Protection from stuff.)
Blightsteel Colossus ($$$, but typically worth the investment.)
Carnage Tyrant (New card!! And super awesome. Flavor text is the best.)
Dragonlord Atarka (Big and stompy and a dragon.)
Exquisite Archangel ('Oh crap' button. Platinum Angel is only 4 power.)
Heliod, God of the Sun (Vigilance for all. Kinda just a maybe.)
Novablast Wurm (Sometimes you just gotta blow everything up. Works well with Avacyn.)
Rhonas the Indomitable (This guy is bonkers good in this deck.)
Void Winnower (Sometimes it's acceptable to lose friends to play this card.)
Wurmcoil Engine ($$, but SO good)
Things I don't see much of a need for:
Ruric Thar, the Unbowed (Probably going to hurt you more than help you.)
Strionic Resonator (I always end up cutting this from decks because it's just not good enough. Win-more mana-sink.)
Burgeoning (Maaaaybe, just because it requires lands in hand. Typically a dead card later in the game. Only good turn 1 or 2.)