Magic: the Gathering

Deck Guide

Commander Deck Tech: Ruric Thar, the Unbowed

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Are you tired of counters, discards, combos and any other evil on your Commander table? Well, today, I'm going to teach you how to give these archetypes a good slap in the face.

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translated by Romeu

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revised by Tabata Marques

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Hello Commander players! Today I bring you a list, player who likes to win Magic games by hitting their creatures and finds it a shame to see so many people using counterspells and combos on the table.

With you, the beast, Ruric Thar, the Unbowed!

The Commander - Ruric Thar

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Our commander today is a 6/6 brute with Vigilance and Reach, meaning he doesn't tap to attack and can block almost anything.

The only flaw is that you are forced to attack with him, but with a beast of that size, you would already attack with Ruric Thar, wouldn't you?

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Now comes the good part about our big guy: every time someone casts a noncreature spell, they take 6 damage!

With the proper slaps distributed, let's go to the list and game plan.

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Game Plan

Your game plan will consist of playing creatures and turning them sideways to attack your opponent, and dealing 6 to anyone who dares casting noncreature spells, be it a cantrip, a mana rock, a tutor or any of those fun things people love to play on Commander!

You will also use cards like:

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These cards will power our game plan. Heartwood Storyteller makes it so that every time someone casts a non-creature spell, opponents draw a card, which is great for us.

Burning-Tree Shaman and Immolation Shaman deal 1 damage to whoever activates an ability if it's not a mana ability, with Harsh Mentor doing the same thing but for 2 damage.

So, you're playing cards that punish your opponents for casting non-creature spells and activating abilities, forcing them to play only creatures, but Gruul (Magic Symbol rMagic Symbol g) tends to have bigger creatures than our opponents.

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Ramps

On the ramps, instead of using spells or mana rocks, we will give priority to creatures that searches for lands when they come into play.

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Wincondition

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Our win condition is to play creatures and defeat our opponents on the classic beatdown, but we put a Primal Surge for you to make fun of the table. This card makes you exile the top of your deck, if it's a permanent you put it on the battlefield and repeat the process.

Since our deck is mostly creatures, we only have two enchantments and an artifact (which are also permanents), let's put our entire library on the battlefield and strike mercilessly.

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Cards like the ones above grant our wincondition, giving trample and haste to our creatures if Primal Surge resolves.

Combo

We have two combos in this list, the first one involves just two cards:

Zealous Conscripts + Kiki-Jiki

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This combo is well known. With both cards on the board, you will tap Kiki-Jiki by targeting and creating a copy of Zealous Conscripts, when the latter comes into play, target Kiki-Jiki to untap him.

Repeat the process and have infinite Zealous Conscripts tokens to beat all your opponents.

Hellkite Charger + Bear Umbra

Now for the second combo:

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Our second combo is also just two cards. With Hellkite Charger enchanted by Bear Umbra, you'll go into the attack phase. Make Bear Umbra trigger first by untapping all lands.

Now you only need at least 2 red and 5 generic mana to pay Hellkite Charger's trigger and have an additional attack phase. Repeat the process for infinite attack phases.

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Budget List

Of course, I couldn't forget the people who love a budget list!

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Most of the cards in Ruric Thar's main list are pretty cheap, so if that's the case, create your own budget list.

You can even put in 60 creatures and 39 lands and get into a fight.

Conclusion

It's a super fun deck for you who like to train your dexterity on how fast your fingers can turn your creatures to the left or right.

See you next time!