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Bloodied But Unbowed (Budget Ruric Thar EDH)

Commander / EDH Budget Casual Multiplayer Primer Ramp RG (Gruul)

Sargeras


Some inspiration for this deck came from here,

"Under the bludgeonings of chance my head is bloody, but unbowed." -William Ernest Henley

Bringing back the ways of the Old World, Ruric Thar, the Unbowed is a destructive force. Being a destructive and aggressive 6/6 with vigilance and reach makes him capable as both an attacker and as a defensive shield. However, what truly makes him terrifying is 6 damage to any player who casts a non-creature spell, making decks like Storm virtually unplayable while he is out on the field. This deck embraces the aspect of a low non-creature count, and instead relies heavily on the green side of things in order to achieve our ends.

Yes, we do play some non-creature spells, but their count is so low that we typically barely feel the effect of our commander here.

One thing to note about this deck is the amount of card draw I've tried to implement, as having seen and played many of these decks, after a while you just start out of action and the combo/control decks take over the board. I'm hoping that with this level of draw power you can mold the hands needed to end games.

(This list has been edited to fit my personal list for this deck, all cards stated below are part of the budget deck)

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Command Tower , Kazandu Refuge , Rootbound Crag , Rugged Highlands , Shivan Oasis , Temple of Abandon , Timber Gorge , Temple of the False God : Cheap budget dual lands that fit in our colors, making sure we get all the colors we need so we can play magic.

Homeward Path : An EDH staple that should be in every deck, Homeward path negates cards like Mind Control and Insurrection at instant speed, there is no real reason to not play it.

Mosswort Bridge , Spinerock Knoll : These hideaway lands are very easy for us to flip over since getting power is easy, and dealing 12 damage with our commander alone is not unheard of.

Reliquary Tower : given the amount of card draw we play, it is actually not uncommon to have more cards in hand then we are normally able to have.

Skarrg, the Rage Pits : Giving some of our creatures trample can be huge later in the game, and with it on a land, we can get in with big creatures as soon as we can afford them.

Kessig Wolf Run : The rage pit on steroids, wolf run allows us to get in huge hits with any of the gigantic monsters that we play.

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Elvish Mystic & Llanowar Elves : 1 cmc mana ramping elves that make sure we can get ahead as soon as possible.

Ulvenwald Tracker : This card is outstanding when most of your creatures can get huge pretty quick. Serves as removal on a stick against most decks.

Vandalblast : While it is technically a 1cmc spell, blast gets rid of any artifacts that we have to.

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Dolmen Gate : Dolmen gate is effectively a 2 mana Darksteel Forge for our creatures when they attack, which means that attacking with dorks and other small creatures no longer becomes an issue. This effect becomes much stronger when we play trample enablers like Primal Rage .

Hull Breach : We might prefer to not cast noncreature spells, but we still need answers to cards like Ghostly Prison . Breach enables us to 2-for one people who plays decks like Zur Toolbox and punish them for getting their combo pieces out.

Nature's Spiral : Since our deck is mostly permanent cards, we get a huge boost out of playing this card, even if it may cost us 6 to play it.

Sakura-Tribe Elder : A Rampant Growth on a body.

Primal Rage : We might play scary creatures, but if our opponents are making tons of chump blockers, we need a way to bypass them. Rage can come down in the early or late game as a way to just silver bullet our board to get a kill.

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Archetype of Aggression : Did I mention we like trample enablers? Archetype works as a creature version of Rage that also makes sure that other decks don't get the same idea that we have of running over boards.

Beast Within : A 3 cmc silver bullet that allows us to get rid of anything from Maze of Ith to Karn Liberated , and our opponents only get a 3/3 beast, something we easily run over with a deck like this.

Bow of Nylea : Making our creatures un-fun to block is already useful in a deck like this, but with the additions of gaining life, shooting down fliers, and graveyard recursion makes this card too good to pass up.

Burnished Hart : A 3cmc Explosive Vegetation on a stick, burnished Hart ensures that we can make bigger plays in the late game.

Courser of Kruphix : One of the issues decks like this often face is that we can just end up drawing many lands a row, Courser functions almost like Dark Confidant in many ways, except we are not punished for playing ti, and instead are rewarded for our efforts.

Cultivate : Not all of our ramp spells are creature based, Cultivate is great in the early game before we drop our commander.

Domri Rade : Domri is excelelnt in a deck like this, as card draw and fight based removal encourage our opponents to play fewer creatures, and if we ever ultimate him the game is usually in our corner.

Farhaven Elf & Wood Elves : Our 2 three cmc eleves that help us ramp into our bigger spells. Since we wanna avoid mana rocks these work well.

Lifecrafter's Bestiary : Another way to avoid 'dead draws', Beastiary also functions as excellent card draw, as it is not uncommon that we string together at least 2-3 creatures in a single turn.

Loxodon Warhammer : There are many commander decks that revolve around dealing lots of damage with cards like Comet Storm and even general beatdown like us. However, we get a huge advantage by playing this on something like Stonehoof Chieftain or Managorger Hydra , and then gaining tons of life every turn.

Managorger Hydra : In casual formats like commander, everyone is likely to be casting LOTS of spells, making cards like this one incredibly strong, especially when suited up with cards lie Loxodon Warhammer .

Manglehorn : With an almost vintage level card base, artifacts are very popular. Manglehorn enables you to get rid of cards like aetherlux reservoir, and make sure ALL ENEMY ARTIFACTS get put into play tapped.

Prowling Serpopard : While we might play a lot of sweet creatures, we do have to be able to resolve them to play them. Serpopard enables us to ensure we can throw down threats without the fear of them getting countered.

Reclamation Sage : Gets rid of any troublesome artifacts or enchantments, which is pretty mucha nessecity playing a fair deck like this one.

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Birthing Pod : Birthing pod adds a few key elements that this deck can use to it's advantage. The first of which is that cards like Wood Elves no longer become plain fodder when sitting out in play. The other main function is that with toolbox capacity, we can go through keep pieces we would like to use at all times in order to avoid cards like Ghostly Prison .

Decimate : A fitting name for a card that destroys five permanents, Decimate is an easy way for us to get rid of multiple problems with a single spell.

Drumhunter : a 4cmc mana dork that gives us card draw is great at making sure we always have plays for next turn, since it is very typical to have at least one fattie on the board.

Explosive Vegetation : If you put two Rampant Growth s together, you'd get this card, a 4 cmc ramp spell that gets us to at least 6 mana on our next turn.

Karametra's Acolyte : Since we play a variety of mostly green creatures. Acolyte is often tapping for 6+ mana, which allows us to cast multiple spells thanks to all the card draw we play.

Leyline of Lifeforce : One of the best ways to start off a game, Leyline makes sure that we have no fear when casting our creatures, and enables to focus on the board, not whats in our opponents hand.

Mina and Denn, Wildborn : When combined with cards like Courser of Kruphix , it's very easy and practical to be playing multiple lands each turn. We also get more landfall triggers for cards like Rampaging Baloths .

Ogre Battledriver : What's better then playing big creatures that beat face? Having them come into play with HASTE! Battledriver makes playing cards like Ruric thar destructive when they hit the board, and pumps them up so cards like Warstorm Surge are more potent.

Rubblebelt Raiders : Since we intend on playing a lot of creatures, Raiders can often grow to 10 power or more, making it another capable target for cards like Loxodon Warhammer .

Spellbreaker Behemoth : Since removal and boardwipes are common in commander, it's important to be able to make sure your opponent wont counter the big creatures we need in order to win the game.

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Acidic Slime : A tutorable 2/2 that comes with an effective Bramblecrush when it enters play, Slime does a good job of managing cards we don't like.

Bellowing Tanglewurm : Scary creatures are awesome and all, but if they can be chump blocked, you'll never win a game. since most of our creatures are mono-green or red-green, we get a huge bonus out of dropping this card.

Cauldron of Souls : Another huge issue that faces decks like this are boardwipes like Wrath of God . Cauldron gives us an out to any of these cards and makes sure our board will survive nearly anything that tries to stop us.

Garruk's Packleader : With at least 24 cards that enable this card's effect, card draw becomes easily obtainable, all for 5 mana.

Gratuitous Violence : This card combos with the vast majority of cards we play, as nobody really wants to take 12 damage from ruric thar to cast their spells, but with trample, this card becomes insane.

Sage of Ancient Lore  : a 5 drop that cantrips itself, Sage works as a big fatty with our card draw that can turn into something like Malignus if it transforms.

Bane of Progress : At 6 cmc, this card is immensely powerful. The ability to destroy all artifacts and enchantments is the equivalent of playing Creeping Corrosion & back to anture, all in one card. also, with a big body to boot, Bane is just a great card to play in a deck like this.

Brutalizer Exarch : A way we can tutor up a win-con, or just get rid of something like an opposing Gauntlet of Power .

Greenwarden of Murasa : Recursion in our colors is very rare, but with Green warden, we get to have a couple of ways we can get back our lost stuff.

Inferno Titan : Titans were made to be strong, and this one is no exception. Coming in with an Arc Lightning we can get rid of small creatures or stop opposing planeswalkers from ultimating.

Pathbreaker Ibex : This sweet card is a build your own Overrun . If you attack with this creature, it'll likely win you the game, or at least kill one person.

Thunderfoot Baloth : As long as we have our ruric thar, we also have basically a static overrun capacity, making our creatures even more destructive then they already are.

Soul of the Harvest & Primordial Sage : These two cards give us some draw engines that can be out of this world. Honestly you really just gotta make sure you don't deck yourself while playing them.

Rampaging Baloths : Baloths is just a value engine. We play lands, we get creatures, and with creatures we get the ability to run over our opponents, making our mana ramp effective into the late game.

Rishkar's Expertise : A Soul's Majesty with an added bonus, expertise allows us to draw usually 5 or more cards, and then cast one of our choosing.

Roughshod Mentor : A trample enabler, Mentor makes sure we dont lose our way over chump blockers and removal spells.

Selvala's Stampede : For 6 mana, we get value out of this world, as our opponents dont usually know what we are going to get off of it, and often we get answers to whats on the board.

Warstorm Surge : In a deck with 41 creatures, this card is always going to be hitting somebody. Honestly this card can be very deadly when packed with cards like Selvala's Stampede .

Woodland Bellower : A one-time toolbox enabler, you cans search up most of the cards you'd like to take. Often Reclamation Sage is what is usually taken.

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Avenger of Zendikar : a 'build-your-own-finsiher', Avenger allows us to close out the game very quickly if we ever get a chance to play it, and often give us some wiggle room when we face a large board.Another upside to this finisher is it makes late gamer ramp more effective.

Garruk's Horde : Horde is a destructive force that enables us to play off the top of our deck continously, and enables us to make incredibly strong plays.

Gruul Ragebeast : Warstorm surge part 2, Ragebeast makes our fatties kill off anemy creatures that we need to remove, and all without using removal spells!

Zendikar Resurgent : with such a huge ammount of mana ramp, this card becomes absurd very quickly, as Gauntlet of Power and Primordial Sage effects are often what win the game.

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Archetype of Endurance : Asceticism on a body, this archetype makes sure that cards like Ruric thar do not fall to cards like Swords to Plowshares .

Stonehoof Chieftain : Comboing with anything big and nasty. Stonehoof easily stops most people from trying to stop your attacks, as by the time you cast this, you probably have a board state.

Craterhoof Behemoth : If he resolves, typically at least two players will die on the turn behemoth is cast, if this card doesn't win you the game, you probably picked a bad opportunity to cast it.

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If you have any budget suggestions for this deck, please let me know what you think those card(s) would swap out with. If the suggested card is a litle more expensive, I will add it to the upgrades slot.

If you enjoyed this deck, be sure to leave an upvote or comment, as I always appreciate constructive criticism on my decks.

If you want to see more decks, be sure to check out my profile @ Sargeras to check out my entire collection of budget magic decks.

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Revision 8 See all

(4 years ago)

+1 Beast Whisperer main
-1 Beast Within main
-1 Bow of Nylea main
-1 Cultivate main
-1 Elvish Mystic main
-1 Fires of Yavimaya main
-1 Genesis Hydra main
+1 Goreclaw, Terror of Qal Sisma main
+1 Nikya of the Old Ways main
+1 Rhythm of the Wild main
-1 Shivan Oasis main
+1 Sunder Shaman main
+1 Sylvan Ranger main
-1 Whisperwood Elemental main
+1 World Breaker main
+1 Yavimaya Granger main
Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

39 - 0 Rares

20 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.48
Tokens Beast 4/4 G, Dragon 1/1 RG, Emblem Domri Rade, Plant 0/1 G
Folders Favorite Deck Ideas, KillllllerEDH, First deck ideas
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