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Rubitchia Soulstealer

Why play Rubinia Soulsinger as a commander?

If you're a firm believer that the grass is greener on the other side, and also have a strong sense of entitlement to things that others have rightly earned, then Rubinia Soulsinger may just be the commander for you! A Rubinia deck requires quite a bit of attention to her needs to make her really shine, so she is also a good commander for those who enjoy really having their decks center around the commander.

The Origins

This deck started out as the stock 2013 Derevi, Empyrial Tactician deck, and is for my wife. She enjoys a more control-style deck and as such I have overhauled it to work with Rubinia as the commander. Despite being made for my wife, the interactions in this deck are some of the most fun in any deck I own and it really is hilarious playing this deck and stealing other players' hard earned creatures.

The Goal

I think the commander of this deck makes its goal pretty self-evident: steal other players' stuff, and hit them over the head with it. While we're at it, it would be great to slow them down with some control so that our board can really get set up.

The Design

Rubinia Soulsinger always gets a lot of hate when she hits the table. It seems people must not like it when you take their nice things. Fancy that. As such, there is quite a bit in here to try to keep her in the game, counterspells, hexproof, etc.

On top of keeping Rubinia alive, I thought it good to give her ability a good environment to shine, so you will see a number of cards which allow me to keep things I take permanently, even after untapping Rubinia. For commanders and other creatures that I can't, or may not want to, take permanently there are a number of sac outlets which serve as both spot removal plus nice effects for me. Players also don't seem to like it when my eldrazi eat the creature I stole on their way onto the board (for heavily discounted cost no less). The final bit of polish on the "Rubinia Package" are cards allowing me to take multiple things per turn with untapping, or even multiple things at a time.

The rest of the deck is really utility, some card draw, some small amount of ramp, control etc. Really just stuff to fill in the odds and ends of the deck. In specific there are a few board wipes, Rubinia really shines when players are playing one or two creatures per turn that I can steal nicely. If another player really explodes and fills the board with creatures, then it's best to wipe the slate.

The Interactions

A real thief doesn't return that which they've stolen. We're no different and we get there with:
Mostly utilizing the flicker cards, there are some other interactions in the deck:
  • Detention Sphere + Venser, the Sojourner : bye-bye tokens

  • Lavinia of the Tenth + Venser, the Sojourner / Roon of the Hidden Realm / etc.
  • Adarkar Valkyrie + Thornbite Staff + Ashnod's Altar : Mana + ETB of sac'd creature
  • There are more synergies in here that I can't be bothered to type out right now. More to come.

    To-Do List

    There are number of things I already know I can do to improve the deck. I would like to get together a solid list of changes to be made and order cards to make them all at once. Things definitely on my to-do are:

    • Improve the land base
    • Find room for some tutors to up the consistency

    Some cards that have also crossed my mind, which might fit easily or require some work to fit in but overall improve the deck:

    Suggestions

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    Date added 7 years
    Last updated 6 years
    Exclude colors BR
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    10 - 0 Mythic Rares

    33 - 0 Rares

    24 - 0 Uncommons

    13 - 0 Commons

    Cards 100
    Avg. CMC 3.73
    Tokens Angel 3/3 W, Clue, Emblem Dovin Baan, Emblem Kiora, Master of the Depths, Emblem Venser, the Sojourner, Octopus 8/8 U, Spirit 1/1 W
    Folders commanders
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