|Commander / EDH||Legal|
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|MTG: Commander (CMD)||Mythic Rare|
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Ruhan of the Fomori
Legendary Creature — Giant Warrior
At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.
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Ruhan of the Fomori Discussion
3 days ago
Also, try to find cards that can fulfill as many roles as possible.
For example, if you are running a Dragon deck, Scourge of Valkas functions as both a Dragon and a removal engine.
Another example is Eldrazi Monument . If you are looking for anthems and protection, this card does both.
It is important to also ask yourself what is the honest role of your Commander.
Some Commanders drive the deck. All 99 cards should focus around them being on the board and working toward an end goal. For instance, Zurgo Helmsmasher and Ruhan of the Fomori both want nothing more than to attack each and every turn. This means they are PERFECT Voltron Commanders. A deck should be focused on draw, equipment, protection, and ramp.
Yet, Syr Gwyn, Hero of Ashvale also works as a supremely powerful Voltron Commander as she can bypass equip costs and comes with two powerful combat tricks already tacked onto her. But she's also a solid Tribal Commander because she has a built in draw engine as well. This means a Syr Gwyn deck should strike a balance between equipment and Knight tribal. As a result, equipment that cares about tribal synergy is strong here, such as Dragon Throne of Tarkir and Stoneforge Masterwork .
Then we get to Lathliss, Dragon Queen . She wants as many Dragons hitting the battlefield as often as possible. For a deck running her, you may want to cut back on disruption and go more for pure assault. Ramp and draw take precedence over disruption and protection. For her, Scourge of Valkas , Dragon Tempest , Impact Tremors , Purphoros, God of the Forge , Warstorm Surge , Sarkhan the Masterless , Electropotence and Valakut, the Molten Pinnacle all slot in perfectly as disruption.
The #1 main thing you should focus on is understanding WHAT your Commander WANTS to do. Then ask yourself;
- Does the deck function without them on the battlefield?
- If no, layer in protection and ramp to keep them out.
- If yes, layer in synergy and draw to keep your boardstate growing.
2 months ago
The problem with planeswalkers/ enchantments as a strategy is that it doesn't really play into Kykar, Wind's Fury 's ability. With an ability like that, you'd want to focus more on cheaper spells that you cast often, to maximise the amount of spirits generated.
Planeswalkers on the other hand are quite expensive to cast (so less spirits per turn) and use lots of abilities rather than casting spells (so don't trigger Kykar).
Enchantments kind of have the same issue. If you're going to buff Kykar with enchantments then either you're throwing out lots of cheap enchantments (which aren't super good and could be reaplced by cantripping one turn buffs) or they're expensive to play (limiting the amount that you can cast in a turn). And yes, I am aware that there are some good, cheap enchantments however here we are talking enchantment themed.
If you're talking about pillowfort style enchantments, you're typically only playing 1-2 spells a turn until late game, defeating the point of tempo.
Don't get me wrong, there are some good, cheap planeswalkers and enchantments which I's sure would be decent in a Kykar deck, but I don't think it's a good theme for the commander. Zedruu the Greathearted , Ruhan of the Fomori , or potentially something like Ishai, Ojutai Dragonspeaker + Bruse Tarl, Boorish Herder .
3 months ago
I want to build a deck that run Vial Smasher the Fierce as a general and Ruhan of the Fomori as one of the 99 and find another 60ish cards to fill in the spots so i never ever control where damage goes and when it goes that way
4 months ago
You may play around Kynaios and Tiro of Meletis 's ability. Tatyova, Benthic Druid will give you extra card draw whenever you get a land on the field. Reliquary Tower is cheap now, and works wonders. You surely will have 5 lands on turn 4, so Temple of the False God is really good.
You should also consider Azorius Chancery , Boros Garrison , Gruul Turf , Selesnya Sanctuary , Simic Growth Chamber , Izzet Boilerworks . You play your untapped land for the turn normally, then play one of those with K&T's ability. You get ahead of mana since these lands tap for 2 mana.
I suggest removing Azorius Guildgate , Blossoming Sands , Boros Guildgate , Gruul Guildgate , Izzet Guildgate , Simic Guildgate , Tranquil Cove , Vivid Grove , Haunted Fengraf and Unstable Frontier for the lands above.
Do you want to see chaos happen? Hive Mind , Knowledge Pool , Thousand-Year Storm , Eye of the Storm , Shared Fate , Gate to the AEther , Possibility Storm , Ruhan of the Fomori , Perplexing Chimera , Dictate of the Twin Gods , Furnace of Rath , Gratuitous Violence , Mind's Dilation , Sunbird's Invocation .
Do you want to give more resources to them? Eladamri's Vineyard , Dictate of Karametra , Zhur-Taa Ancient , Heartbeat of Spring , Heartwood Storyteller , Intellectual Offering , Keeper of Progenitus , Well of Ideas , Rites of Flourishing , Ghirapur Orrery . Zendikar Resurgent and Mirari's Wake .
4 months ago
Gain control of target creature, planeswalker, or vehicle. Untap it, it gains haste until end of turn.
At the beginning of your end step, you may pay X life where X is that permanents converted mana cost. If you do, you maintain control of the permanent until the beginning your next end step. Repeat this process as many times as you like.
"You're coming with me. How, is entirely up to you." - Angrath
You can opt to maintain control as often as you'd like, at the cost of your own life total. Perhaps they have out Liliana of the Veil , Tarmogoyf , or something powerful and low cost? Perhaps they have something insanely well worth it, like a 2-turn away Ugin, the Spirit Dragon , or you want to snuff out their Ruhan of the Fomori deck? Maybe everyone else is low on life so you can spare a second turn with Ulamog, the Ceaseless Hunger ?
So much possibility.
6 months ago
Only thing I would suggest changing is having 2 Commanders who share at least one color.
The reason I say this is because it widens the possibility of deck designs. For example, suppose you want to run Jeskai. You are limited to literally four commanders.
Now, you could always run one of the two 4C Commanders within the Jeskai sphere, or even run a 5C Commander and ignore the other colors, but having the ability to run two Commanders who are linked by a single color opens up so many more options and thus so many new deck designs.
For example, linking white, you could do this:
I would also recommend a starting life total of perhaps 55, giving everyone more time to play their deck. :)
6 months ago
6 months ago
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