// floating card image

Tuesday, October 17, 2017

Commander Review: Dragon’s Maze – Did you Just Not Cast a Creature?, Ruric Thar the Unbowed

April 21, 2013 by  
Filed under Commander/General Ideas, Review

Ruric Thar, the Unbowed

Smashin’ Time

Today Maze Runner is one who we believe everyone had seen and already talked about. The first guild champion and Maze Runner to be preview, Ruric Thar, the Unbowed. Coming from the guild of unbound natural force, Ruric Thar is umber violent from its (their) abilities and also power and toughness. So without further ado, let us talk about the Gruul Maze Runner, Ruric Thar, the Unbowed.

 

Did you Just Not Cast a Creature?- Ruric Thar the Unbowed

As can be seen from the picture, Ruric Thar is a two-headed Ogre. One head is named Ruric while the other Thar, thus summing it up to their combined name Ruric Thar. At 6cc, Ruric Thar may seem a bit overcost to use as Commander especially since he has to attack each turn if able to. That usually is quite suicidal for a Commander. But Ruric Thar other skill sets make up to that pretty well. Firstly, it has Vigilance which means you could attack with it and not be defenseless for it will still be able to block. It also has Reach so there is no sneaking in Flying Creatures when it is around. And being at 6/6, a lot of Creatures will be crush by it too. Now this last ability is what makes Ruric Thar cost seemed balance. Every time someone casts a nonCreature spell, Ruric Thar will bash that player for 6 damage.

Wrath of God to wipe out my army? WHAM! Take 6 first please.

Oblivion Ring Ruric Thar? Okay no problem. WHAM! 6 damage first.

Swords to Plowshare my Ruric Thar? WHAM! Sure, you take 6 I gain 6.

Black Sun’s Zenith? WHAM! You get the picture…….

Every action that your opponents try to do to get rid of Ruric Thar will cause them to take 6 damage first from it. Though those damage are not Commander damage (21 Commander Damage means a loss), constantly taking 6 damage for every spell you cast is not something to laugh about.

Browbeat SvT

That moment where you decide to take it or cast it

 

Commander Potential

Ruric Thar can easily take out an opponent if he or she does not play a lot of Creatures in his or her deck. Adding on the rest of the abilities, it makes a fairly good Voltron Commander to protect. As it has a high casting cost, you could use your early turns to cast the nonCreature permanents which you would use to protect when it hits the battlefield. Otherwise, its color identity has Green to provide you with the ramp needed if you would like to summon him again and again from the Commander Zone. That might be a common case as Ruric Thar has to attack each turn, there is a chance that it would run into your opponent’s Deathtouch blockers. A preventive measure to this is either to give regeneration, indestructibility, or Protection from to it to prevent all those damage from Ruric Thar. Otherwise giving it Double Strike or First Strike works too as Ruric Thar will deals its damage first before the Deathtouch blockers, killing them before they could deal their Deathtouch damage. All the benefits aside, Ruric Thar is still a double-edge blade. That last ability also applies to you, its controller too! So whenever some brave soul decides to take one for the team and take 6 damage to off it, you would also take 6 if you decide to use spells to save it. Alas that is why we mentioned the use of permanents to protect it. Since it will take time to get onto the battlefield, that time could be use to get those Voltron permanents, to protect it too. Although it does not have as much in-built protection abilities as other more recommended Voltron Commanders, that “touch me and take 6” ability is pretty worth the while to keep it on the battlefield. Not to mention that it is 6/6 to being with too. Below are some permanents which you could use to protect Ruric Thar. Auras are not so recommended here because you have to take 6 to enchant it.

Akroma’s Memorial

Gives your whole army Flying, First Strike, Vigilance, Trample, Haste, Protection from Black and Red.

Batterskull

The best and top among the Living Weapon cycle.

Bonehoard

Gives equipped Creature +X/+X where X is the number of Creatures in all graveyards. Deadly after a board sweep. Living Weapon.

Darksteel Plate

Grants Indestructible to equipped Creature. Keeps Ruric Thar alive from Deathtouch blockers.

Dragon Breath / Dragon Fangs

Special Auras which automatically attach themselves from the graveyard onto Ruric Thar an attacking edge, avoiding its last ability. Also put a big target board on him too.

Domri Rade

Best emblem available for Voltron Commanders and Ruric Thar best friend too (same colors, same guild).

Eldrazi Monument

Gives your whole army +1/+1, Flying, and Indestructible. Use Saprolings to upkeep Monument.

Empyrial Plate

Gives equipped Creature +Hand size / +Hand size.

Kaldra Equipments (Helm of Kaldra / Shield of Kaldra / Sword of Kaldra)

Grants equipped Creature +5/+5, First Strike, Trample, Haste, Indestructible, and exiles Creatures it damages when fully Kaldra equipped. This set of Equipment is also a good recovery to Creature board sweep for its Kaldra token producing ability.

General’s Kabuto

Grants Shroud and prevents all combat damage to equipped Creature. Another way to keeps Ruric Thar alive from Deathtouch blockers.

Lightning Greaves

Grants Haste and Shroud to equipped Creature. Top Commander Equipment.

Mage Slayer

Let equipped Creature deals damage equal to its power to defending player when it attacks. Less worry about being blocked.

Ring of Evos Isle

Grants equipped Creature Hexproof till end of turn upon activation. Equipped Creature gets +1/+1 counter at upkeep if it’s Blue.

Ring of Kalonia

Grants Trample to equipped Creature. Equipped Creature gets +1/+1 counter at upkeep if it’s Green.

Ring of Thune

Grants Vigilance to equipped Creature. Equipped Creature gets +1/+1 counter at upkeep if it’s White.

Ring of Valkas

Grants Haste to equipped Creature. Equipped Creature gets +1/+1 counter at upkeep if it’s Red.

Ring of Xathrid

Grants regeneration to the equipped Creature. Equipped Creature gets +1/+1 counter at upkeep if it’s Black. Again a protection from Deathtouch blockers.

Swiftfoot Boots

Grants Hexproof and Haste to equipped Creature. Second top Commander Equipment.

Sword of Body and Mind / Sword of Feast and Famine / Sword of Fire and Ice / Sword of Light and Shadow / Sword of War and Peace

Undisputed best set of Equipments that a Voltron Commander can have.

Sword of Vengeance

Grants equipped Creature +2/+0, First Strike, Vigilance, Trample and Haste.

Tenza, Godo’s Maul

Grants Ruric Thar +3/+3 and Trample, since he is a Red Legendary Creature.

Umezawa’s Jitte

The number 6 “sword” to the sword cycle.

Whispersilk Cloak

Grants equipped Creature Shroud and unblockable. Kinda forces opponents to board sweep and take 6.

5 swords

The Best of the Lot

 

You Didn’t Cast a Creature Spell? We Crush!!!!

Borborygmos Enraged

BorBor the Cyclops, Crushing and Eating since old Ravnica block

Ruric Thar is a pretty hard beat Commander to use. Because of his ability, players will have to consider first before casting any nonCreature spells. Arguably 6 damage may seems like very little for 40 life in EDH but things can shift a lot in EDH, and having low life points is not a good thing in multi-player game. And so with that we have come to an end for today article but there is still more to come. So stay tune for more as we explore the potential of each Maze Runner as Commander. Till then, CRUSH ON.

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

Speak Your Mind

Tell us what you're thinking...
and oh, if you want a pic to show with your comment, go get a gravatar!