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Viendo una revisión 25. There is a more recent version of this deck.
A simple Ruric Thar list that is also my only Commander deck currently. I work on improving the list constantly.
Game plan: Fast mana, turn 3 or 4 Ruric Thar, slow everyone else down, play big things, smash face. Interestingly, the deck plays a lot like a combo deck since we have very little interaction and are mostly focusing on just building our own board.
The deck also plays excellently with Nikya of the Old Ways as its commander since we only really play 4 noncreature spells and there are no plans to play more than 6, or at most 7.
If the effect of a spell can be found stapled on a creature, this deck will prefer to play the creature, as Ruric Thar, The Unbowed punishes us just as much he punishes our opponents. For the most part, ETB effects are preferred over activated abilities because of the tutors. While giving large buffs to single creatures can be very powerful, this deck prefers protection, card advantage, and buffs for the whole team.
The deck is more of a go wide strategy and its average creatures are usually stronger than your opponents, but be wary that we do have problems with very large creatures since ours rarely are bigger than 6/6.
We are quite good at removing threatening noncreature permanents but against creatures we only really have our own creatures and a few "silver bullets", usually we trust on other people to remove the biggest threats and trusting that we'll be able to build our board faster and better than our opponents.
The deck really starts to work on the 4, 5, and 6 drops (basically, we must hit 6 mana on turn 6, or before), so we need quite a bit of mana, but because of Ruric Thar, we prefer not to play noncreature ramp.
For this reason, the deck will play close to 40 lands (currently 37) and close to 15 (currently 14) ramp creatures. These numbers will require some tweaking, I'm also considering playing a single noncreature ramp spell. I'm guessing that the optimal count is between 45 and 50 ramp cards in total.
Creatures that are "just good" are usually not good enough for this deck, we really prefer all of our creatures to advance our game plan in more ways than just adding a large efficient body to the battlefield.
Beneath are a bunch of cards I'm planning to add or remove from the deck categorized in a few different categories.
Whenever a card feels bad, I add it here, and whenever it feels bad again I add a dot vote as a + after the name.
This doesn't necessarily mean it felt bad when playing with it, just that I feel that it might not be good for the deck.
Cards with lots of votes are usually more likely to be cut for other cards when I do changes.
The deck used to play a couple of infinite combos but they were just not very realistically achievable due to requiring too many cards or mana. Now we just run Kiki-Jiki, Mirror Breaker, and Zealous Conscripts and Great Oak Guardian, two other creatures that make him go infinite and that are otherwise good creatures too.
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Nombre | Mano | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades adicionales |
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Score | Nombre de la carta | Tipo | Maná | Rareza | Salt |
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