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Ruby - Battlecruisin' for a Battlebruisin'

Commander / EDH Cascade Fight Ramp RG (Gruul)

gglade


Maybeboard

Yet another Radha's Explosive Vegetables knockoff ft. Ruby.

Credit to Salubrious Snail for the concept.

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Mana:

4cmc ramp spells fit the tempo of the deck.

Turn 1: Land (1 mana)

Turn 2: Land, Ruby (3 mana)

Turn 4: Land, Ramp (6 mana)

Turn 5: Land (7 mana) and start playing 6-7cmc threats.

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Draw:

High average cmc and heavy land tutoring means fewer dead drops lategame, but draw is always important.

Hugs can be cascaded into, which is unfortunate.

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Threats:

These need to be removed or they will snowball if left alone.

Removal engines included here because they're effective at picking things off the field if they can stick around, but they're not as effective at removing problems that are already established on the board.

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Answers:

How to remove other players' threats.

Currently weak interaction, especially against artifacts and enchantments. Could use some adjustment.

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Synergy:

Miscellaneous good stuff and creatures with one-time effects.

Cascade: Small cascades tend to grab land fetches or small utility creatures. Large cascades can grab bombs.

Wondrous Crucible: The only form of protection and recursion in the deck, other than Aurora Phoenix and Bloodbraid Challenger's self-recursion.

Additional Land Drops: Good to have but too inconsistent to consider true ramp.

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Lands:

40 lands is a safe number.

Deck is reliant on mulligans and a strong opening hand. High land count helps smooth that out.

Few utility lands. Getting those pips on turns 1 and 2 are paramount.

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Thoughts on specific cards:

+Apex Devastator/Call Forth the Tempest: Expensive (money) but the cascade on them is too perfect not to include.

+Gimli's Reckless Might: Haste is always useful, and fighting on attack is a great way to muscle other creatures off of the board.

-Molten Primordial: Can grab a bomb from my opponents if they're ahead or I'm behind, but this hasn't been relevant yet.

-Rampaging War Mammoth: Not sure if cycling to destroy artifacts is worth it. Not a bad creature without it, just not a fantastic one.

-Sweet-Gum Recluse: Outside of cascade, underperforms.

+Verdant Sun's Avatar: Lifegain is nice but that's all it does. Having said that, life total hitting zero is the most common way to lose the game, so it's a nice buffer.

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Maybeboard:

-Susan Foreman/The Tenth Doctor: Functions similarly to Ruby, but puts me in Temur and gives me a second commander to act as a mana sink. Would let me play Maelstrom Wanderer which would be sick. I don't watch Doctor Who though (not that Legally Distinct Riding Hood is much better).

+Bane of Progress: Nice removal attached to a creature, but expensive (money).

-Boarding Party: Nice cmc for cascade synergy, but otherwise unremarkable.

-Cosmium Confluence: Cute but awkward cmc holds it back.

+Dragon Mage: Interesting draw option, but it's symmetrical and my stuff is high cmc so I'm not likely to empty it quickly enough to warrant it.

+Garruk's Uprising/Up the Beanstalk: Nice effects despite being under 4cmc.

-Noise Marine: Weak, but cascade maybe makes it worth it.

+Omnath Rage/Avenger of Zendikar: It's possible to drop 5+ lands in a single turn so these guys can go crazy, but it's not consistent, especially since the deck's been thinned of topdeck land drops late in the game.

-Rage Reflection: Not sure if this would be an amazing effect, or just a win-more one.

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Comments

97% Casual

Competitive

Date added 1 week
Last updated 8 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

41 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 5.48
Tokens Beast 4/4 G
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