|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Rare|
|Masters 25 (A25)||None|
|Dragon's Maze (DGM)||Rare|
Combos Browse all
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
griffstick; Queen Marchesa looks fun, but I have no idea how I would build around her. Mardu isn't really a strong color pattern for me. I'd have to see how other decks on here run her, but I think it could be fun with Mathas, Fiend Seeker . Then, while their creatures are getting bounty counters, I'm creating 1-shot kill creatures. That just sounds horrific, lol.
ZendikariWol; Of all the Commanders you have listed here, the only one's I've attempted were Grand Warlord Radha and Ruric Thar, the Unbowed . I have a finished Ruric Thar deck on here that is private, but I'm not sure if I enjoy it enough to buy. It's also pretty expensive. One thing I sort of struggle with in regards to Radha is figuring out what to dump the mana into. I feel like it should be the kind of deck you'd see a player like me use - Tokens + big stupid spells, but I can't for the life of me get an appropriate balance between giant finishers like Crater's Claws or Rolling Thunder and bases that produce enough tokens to make it matter. I say tokens because it gives you more mana if you swing with a bunch of 1/1s then if you swing with a few 4/4s. I'll have to look into the rest of your suggestions and check out builds.
smackjack; Marath, Will of the Wild kind of confuses me. It seems to me that this is a Commander you want to constantly die, so that you can bring it out bigger and bigger? Or alternatively, dedicate a huge portion of your deck to putting +1/+1 counters on it? Seems like it'd basically be just two things: Ramp & Counters. I think I could make that work, but I don't know how solid of a build it would be. I am a bit worried that there would run into the conflict of resource management. If I dedicate resources to ramp and counters, I lose defense. If I begin to add defense, ramp and counters drop and Marath becomes less effective. I'll have to see how other users better than myself build it, because right now I haven't the slightest clue.
Woiteck; I've attempted The Scorpion God before now I think twice. Thanks for your deck link. Your deck looks like it's really well streamlined, and I can see the mistakes I was making. I'll definitely look into it a bit more :)
Boza; Hahaha I actually DO have a Shattergang Brothers deck :D It produces 19 different types of tokens, including the super rare Enchantment Creature tokens such as from Pharika, God of Affliction and Hammer of Purphoros . Right now my deck is priced at $1,130 - $1,177 on Card Kingdom :c lmao but once the new Theros set comes out, we should be getting more cards that can make Enchantment Tokens.
1 week ago
A Ruric Thar, the Unbowed build that punishes casting noncreature spells and has a mix of beefy creatures and creatures with killer activated abilities & etb triggers to replicate noncreature spells.
That’s what I got.
2 weeks ago
I like the deck so far, the birthing pod line is very efficient and I will probably play test it in my list. Currently I think the biggest issue in the deck is speed which comes down to two things, ramp and redundancy.
First off is ramp, I would highly recommend running Dryad Arbor as it is absolutely insane in the right setup. First off at its worst its a summoning sick land, at its best its a turn one ramp spell off Green Sun's Zenith . It has insane synergy with Natural Order , Eldritch Evolution , etc. Additionally you could consider some fast single turn ramp with cards like Lotus Petal , Elvish Spirit Guide , Simian Spirit Guide , Rite of Flame , Seething Song With the spirit guides you also have the added benefit of being able to Survival of the Fittest / Fauna Shaman them for your combo pieces.
Now onto redundancy, especially with different typing. First off I think you could use redundant sac outlets, the best of which would be Thermopod who is a creature tutorable Phyrexian Altar (only for red) which doesn't seem all that good but just the creature typing and mana ability makes him worth it, especially with Lesser Masticore who at least in my build is by far the most efficient way to win. Cards like Thunderblust Protein Hulk also help redundancy but aren't fully necessary due to their inefficiency but can be pretty good with Sneak Attack and Elvish Piper . I also would highly recommend Ashnod's Altar as an additional sac outlet.
A few minor issues I had play testing this deck: Frequently getting mana screwed when trying to use Blood Moon effects. They are insanely good stax effects if dropped early, however you would probably need to drop some utility lands to use them efficiently.
Goblin Engineer lacking an artifact to sacrifice. This is an issue I had in my deck as well and hasn't gotten better and 6 artifacts just isn't enough to consistently use it.
Not having a wincon with Greater Good . This one is easily remedied yet again by adding fast mana. the issue is that drawing your deck off greater good does not always yield enough mana to play an actual wincon such as Goblin Bombardment . This issue happens when Mana Crypt is already in play.
Overall a very good shell but it just needs to increase the speed or go deeper into stax to really create value out of the combo. Hope this helped a bit.
3 weeks ago
I have a comment on my other computer about Boza's feedback and fixes to old idea and idea for the newly suggested mechanic, so while on this PC, I'll comment on the ideas of you guys.
dbpunk Interesting stand alone. It seems to work on a very similar idea as mine is. Depending on if Collide will always be "Creature enters creature-on-creature combat and gets destroyed". If so, the mechanic is very limited in my eyes.
TypicalTimmy It's an interesting idea, the defensive trample. This sort of mechanic has been made in a slightly different version in Meglonoth . The main issue I think is that the mechanic by itself promotes passive play, which in general is a bad thing for Magic.
Meglonoth was a one-of and at rare, but was very oppressive when placed and protected. It didn't help that he had vigilance as well for the oppressive racing trifecta.
I puzzled very much about making a version that fitted on spells, rather than permanents as well. I like the ideas you've put forth and would only suggest a change to the mechanic enabler/trigger;
"Collide - when you cast ~, if there is another spell on the stack (that has the same converted mana cost), gain benefit."
I think this covers what you both want, but is not a static effect. I don't know if you intentionally wanted a static effect on yours DwaginFodder so you could effectively rob that spell of it's collision effect by later countering the spell lower on the stack. But a static effect would only work if the benefit was an amplification of the effect or a non-targeting effect - like drawing a card.
However, I'm quite certain that you cannot get your ability to work that way Boza as it is a static ability that generates a target and all targets must be selected by the time you cast the spell.
Although, ain't the wording a little strange on the Heart?
Is the idea specifically for creatures that dies outside the combat phase and not say by non-combat damage?
Or could it be something like "When this creature is destroyed or dies to non-combat damage, do thing..."?
Hmm, I think in Magic terms destroy is synonym with die... maybe this wording could function "When this creature dies without having received lethal combat damage, do thing".
It would see every non combat death (excluding deathtouch as that is lethal combat damage - while in combat) and punish for it.
3 weeks ago
Nice you picked a really cool general for your first EDH! Nice to see Gruul getting some love. You do have a lot of noncreature stuff though, which your general seems to hate.
You might swap some of those noncreature things out for some of these: Ruric Thar, the Unbowed , Krosan Restorer , Magus of the Candelabra (this guy is super good when your general is out, all your lands will effectively make 3 mana each!), Voyaging Satyr , Reclamation Sage , Genesis Hydra , Savageborn Hydra , Apocalypse Hydra , Garruk's Horde , Garruk's Packleader , Duskwatch Recruiter Flip, Drumhunter , Artisan of Kozilek , Ulvenwald Tracker , Foe-Razer Regent , Gruul Ragebeast
3 weeks ago
awalloftext - Hey, thanks for taking a look!
I honestly chucked Skyshroud Elf in just because I had one and I didn't have another Bloom Tender on hand. But I've added Nykthos, Shrine to Nyx as a sort of Gaea's Cradle lite. I was on the fence about adding it and Glacial Chasm to the list. Chasm I think I'll add to the more group hug version if I can figure out group hug synergies.
And thank's for suggesting Hunter's Insight I'm not too familiar with Green card draw. I run Ruric Thar, the Unbowed , but it's mainly rummage effects with green tutors. So I was at a bit of a loss since I'm not planning on making the creatures big enough to use the more common sorcerys I know of for card draw.
I started playing during Onslaught and Dragon Mage is my favorite card from then. I actually had a few good results using it in my old play group as a surprise add in, but if the new group gets better I'll probably swap it out for something else, probably Memory Jar .
Thanks again for taking a look. :)
3 weeks ago
1 month ago
Further suggestions, on the backs of the two creatures I suggested to you I would cut Garruk's Horde and Ruric Thar, the Unbowed both are high CMC and I think you have other creatures you would rather play for those costs and get more bang for your buck.
On the side of Ramping out, let's talk a couple of options. Grand Warlord Radha could serve you well as you're going to want to be swinging a lot with several creatures. Radha would allow you to generate more mana for doing so and allow you to summon in back up during Main Phase 2 to shore up your defenses.
A Chromatic Lantern might seem decadent or too much for a dual colored deck but let's think of it this way, it's a three cmc mana rock that taps for any color AND color fixes all of your lands the moment it hits the field, that's almost always a good deal.
Talisman of Impulse and Farseek are both great options at only 2 CMC a piece which means we are potentially ramping on Turn 1 AND 2 which is huge. On a related note I would cut Tempt with Discovery as not only is it 4 CMC but in my experience, good players will always choose to let it whiff. OR even worse they will go fetch Ghost Quarter or Strip Mine and blow up anything cool you happen to go get for yourself.
Finally on the high CMC side for Ramp there is Caged Sun and Zendikar Resurgent The Sun is normally limited to mono colored decks but you are currently leaning so heavily into green I don't think you'd ever mind extra green mana at your disposal. Resurgent nets you all important card draw as Gruul has a bad habit of going Hellbent in a hurry.
Ruric Thar, the Unbowed occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.03%
RG (Gruul): 1.39%