Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Printings View all
|Commander 2015 (C15)||Rare|
|Duel Decks: Speed vs. Cunning (DDN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Steam Augury Discussion
2 months ago
Nice deck! I'd like to just make a few suggestions from my experience playing Ruhan. I won't suggest too many card worth more than $2 since you're on a budget, but I'll start out with a couple that I think would be pretty good additions. Two of the most important things I find when playing Ruhan is to get him out and attacking as soon as possible and also keeping him protected from removal. Therefore, Lightning Greaves and Swiftfoot Boots are pretty invaluable.
I also think you could utilize a couple more ways to make Ruhan unblockable. Cards like Spirit Mantle, Holy Mantle, Aqueous Form, and Whispersilk Cloak all fit the bill and provide some additional utility.
Lastly, I'd like to talk about Sunforger. I'm just putting a Sunforger package into my Ruhan deck and after doing some research I think there's a few cards you could consider swapping out. First, the counterspells. If you swap in Dovin's Veto for Negate, Render Silent for Cancel, and Counterflux for Rewind, you can have a counterspell that can be cast by Sunforger for almost any situation. Absorb and Izzet Charm could also do the trick. There's also a few protective spells that you could swap in. Valorous Stance works great as a way to save Ruhan from removal or remove a big threat from an opponent's side of the board. Eerie Interlude can protect all of your creatures from a board wipe. And to wrap things up, Steam Augury does a nice imitation of Fact or Fiction that can be cast off of Sunforger as well. I would trade it in for Thought Scour or Read the Runes.
3 months ago
This deck looks awesome! It looks super fun to play. I think you can tune it a bit more to make it more consistent, though.
I also think some of the higher-costed instants and sorceries can go, such as Steam Augury, Storm Seeker, Prophetic Bolt, Spiraling Embers, and Time Reversal. I think all of these cards are outclassed by cards that either cost less, or do more for a comparable cost.
If you like dealing non-combat damage, I love Price of Progress. It is cheap, affects everyone, and Riku usually can rely on basic lands.
Maybe consider adding more copy effects like Twincast, Narset's Reversal, Refuse / Cooperate, Clever Impersonator, Phantasmal Image, Dack's Duplicate, etc...? I like the versatility of these cards in that they mirror the table. Nobody can complain that you are playing something strong when you are just copying your opponents!
1 year ago
1 year ago
1 year 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 .
1 year ago
So, I'm not sure I'll change your mind, but I'll explain why I prefer the cards over Foresee and let you judge beyond that however you feel most comfortable. Foresee , by rule, does let you theoretically see 6 cards, but thats probably the worst case scenario for that card since that means your scry 4 is putting everything on the bottom and you are drawing blind.
Cards like Fact or Fiction and Steam Augury allow you to do 2 things. 1) you get to leave your mana up for any other instants or interactions that you can have when it is not your turn. 2) It puts you 5 cards deep into your deck at instant speed, so after resolution (in theory) you have full access to whatever pile you choose on your turn. These cards are also excellent politics cards if there is a scenario in multiplayer that everyone is way behind one player and you need to dig for an answer, you can talk your way into more favorable piles. Lastly, I understand players have the fear of not being in control of your cards, but quite a few spell slinger decks utilize their graveyards aswell as their hand for redundant value, so even though you get a 2 or 3 card split, those other cards can always be reclaimed with other effects and playing green, you have several ways to buy back cards.
Manifold Insights is a card that I like solely because it boils down to pay 3 mana, get 3 non-land cards. It is excellent in mid to late games because more often than not the worst thing you get is ramp, which in itself is pretty good.
One thing I did not mention is you probably want to add Fall of the Titans to replace one of your fireballs. Personally I don't much care for Crater's Claws . In a vacuum, its just a much better card whether you have 12 mana to do 14 damage to one target or you cast a 2 drop, have 10 mana at instant speed to 2 targets seems much stronger.
Finally, I did see the changes and do like the adds. I am a little skeptical of cutting Regrowth as that is a very strong card and is better, in my opinion, than something like Serum Visions or Ponder . Those two are great cards, but Regrowth effects in commander are much stronger than 1 mana, draw 1. Especially in the late game.
1 year ago
The curve is really only dependent on what you are trying to do ranging from storm low to reanimator high. I don't have any issues with the curve you have just was looking at not cutting a 2 (Baral) for a 4 (Jace's Sanctum).
As for cards I would cut, I mentioned Baral seems underwhelming to me. Foresee does aswell. I also don't think Niv-Mizzet does a whole lot with the amount of draw you have.
1 year ago
Deadpoo111, so here's where I'm struggling with how to balance the cuts. With dollar Shu Yun, the math can work that you hit lethal commander damage by playing 2 1-mana spells that add +3/- and casting an aura/flashback/rebound/equipment that provides unblockable. With Prowess and double strike, that's 24 commander damage. The consistency that comes from just needing 3 of many duplicate copies of those effects makes the deck work with otherwise underwhelming spells. As a bonus, that math allows a sprinkling of spells that only provide +2/-, still hitting for 22 unblockable commander damage. If you have something like Tahngarth's Rage that can still provide +2/- the turn after you cast it, the next person goes down with less resources, and so on, closing out the game in 3 or 4 turns.
I can't be as efficient with this build. Brute Force is perhaps the best representative of what budget Shu Yun is about, but it's 20 cents, so you can see the average card quality has taken a hit. 2 +2/- spells means that Shu Yun is only hitting for 20 Commander damage with an evasion spell that doesn't provide additional bonuses. That's why Distortion Strike was so painful to cut. I'm keeping Aether Tunnel at 22 cents, although that's still a turn slower. The bulk of the deck is cheap red pump spells, but too many inefficient ones add up- Two Brute Force , rather than two Run Amok is two turns slower. The non-explosive early game also takes a hit, since 2-mana rocks are expensive. 3-mana rocks conflict with casting Shu Yun on time, but early-game interaction also tends to be pricier. I had to cut some of the better cheap equipment, like Runechanter's Pike , so It's hard to tell what this deck should be doing turns 1 and 2, other than hitting land drops.
The last issue is card advantage. A lot of draft staples like Hieroglyphic Illumination are over-budget already, so I think this is the portion of the deck that will take the biggest hit. I couldn't justify the cost of Steam Augury , which is already budget Fact or Fiction .