Sorcery (3)

Commander (1)

Commander: Ruric Thar, the Unbowed

It was built to be an aggro commander deck. It just seeks to ramp mana, get creatures out quickly and deal loads of damage. It also, however; ended up being a deck with loads of late game potential against stronger decks. The deck can allow you to cast your commander later in the game if you wish after you have played certain enchantments such as Dictate of the Twin Gods, and artifacts such as Illusionist's Bracers, which will cause one non-creature spell to produce critical damage, 48 to be exact, using Ruric Thar, the Unbowed's triggered ability alone. Also, alongside a transformed Mondronen Shaman   , and/or Kurkesh, Onakke Ancient , the total damage can be much more endangering. Also, if you fear an opponent enough, you can always Signal the Clans to pull out either Xenagos, God of Revels , or Ulamog, the Infinite Gyre and give them a little anxiety for a change. The deck definitely has potential but was never actually expected to go as far as it has. It has actually won a few times (non-professionally) and so I've decided to keep it together and make it better. It would be cool to make it an anti-control theme, because I like my Vexing Shusher and think it has potential in a deck designed around making spellcasters kill themselves. So if anyone has advice that would be terrific.

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Date added 10 years
Last updated 10 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

21 - 0 Rares

24 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.74
Tokens Emblem Domri Rade
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