Ruric Thar, Take Six

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Tevesh
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Post by Tevesh » 4 years ago

I like Creatures over Non-Creatures, blame it on my Timmy nature. This means that over the years, I've faced off against a lot of people who sling spells when I just want to turn dudes sideways. When I got back into Magic, I kept putting Ruric Thar into so many different builds to punish the crap out of these players. I just got so much perverse pleasure of out saying 'Take Six' that I realized I should probably make a deck with Ruric Thar at the helm.

Ironically, this deck is a Control archetype where I pressure my opponents with big Creatures. When my opponents try to answer the beasties, Ruric Thar clocks them and then I save my guys with a timely Instant. Yeah, I then take six too because Ruric Thar is all about being fair. Though, the way I built my deck isn't - I know I'm walking into this game with 30 less life so I have plenty of ways to gain life or give Ruric Thar Lifelink so he'll stop hurting me.

Playing Ruric Thar in the wild is particularly amusing due to assumptions. The most common Ruric Thar builds tend to be Chaos or just a silly pain deck. Perhaps they assume I'm just going to be playing big men and punish them for trying to remove my Creatures. They then shoot their very first kill spell they draw at Thar, I protect him and then they realize that their whole life is ruined with how many Noncreature spells are in their decks. At that point it's funny to watch the horrified paralysis that grows over their face at the implication of what they're now facing.
Smash!

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Last edited by Tevesh 1 year ago, edited 57 times in total.

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Tevesh
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Post by Tevesh » 4 years ago

From Sally's demise to here:
Changes 07/08/19
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Using Instants to wreck people's day is exactly what this deck needs. I have enough life gain peppered throughout that I decided to add more options that will catch my opponents out. Hence, the addition of Constant Mists, Fling, Soul's Fire and Wild Ricochet to protect myself or my board. Spearbreaker Behemoth and Angrath's Marauders didn't cut it because they costed too much. Gratuitous Violence asked for too much with Triple Red. Nissa has been disappointing lately; the meta has shifted to always be able to ping her so it isn't worth gambling on one of the best draw engines.

I like that the Arkbow can turn any card into a Creature, directly into play and I like that more than Leap who needs you to Sacrifice a Creature to draw a Creature card.
Last edited by Tevesh 4 years ago, edited 1 time in total.

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benjameenbear
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Post by benjameenbear » 4 years ago

As a dedicated Dimir mage, I oppose this deck on principle and glare at you from afar.

I'm curious about the lack of hard ramp effects in your deck. While I recognize that they're kinda weak overall, why not include Priest of Titania and a mana dork package?

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Tevesh
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Post by Tevesh » 4 years ago

benjameenbear wrote:
4 years ago
As a dedicated Dimir mage, I oppose this deck on principle and glare at you from afar.

I'm curious about the lack of hard ramp effects in your deck. While I recognize that they're kinda weak overall, why not include Priest of Titania and a mana dork package?
While this doesn't run Wraths, it is actually a Control deck, so I want people to try to answer Ruric Thar and when I swoop in with an Instant. Suddenly, they're caught with their pants down and that Axe-Hand isn't going to Axe by itself. This means I don't want to have any source of vulnerable mana; I go with as many land drops as possible and mana doublers for my Ramp.

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Post by Tevesh » 4 years ago

Trying something out of disappointment:
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The Runic Armasaur is very swingy; sometimes it draws lots of cards and other times it does nothing. Humble Defector will give me tons of cards. I can also use him with another player who understands to pass him back. This way I can get into a two horse race, plus I make sure starve the other decks of free draw that try to answer Ruric Thar.
Last edited by Tevesh 4 years ago, edited 1 time in total.

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Post by Tevesh » 4 years ago

Parts scavenged from Asmadi's death inspired a new direction:
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I knew I wanted an Elvish Reclaimer, so that I could grab whatever land I needed whenever. With Asmadi being torn apart, I got access to some of his goodies, such as the much superior mana base. Frontier Guide was the worst piece of ramp in the deck, so out it goes.

I've been desiring faster starts and Curse of Opulence gives me that; I've seen players die due to being targeted by this early on as people just continually farm them. Slap this on a Control deck and that could be the death of them. I decided to shave away draw for this, getting rid of theoretically my weakest draw piece of Outpost Siege; however, Vivien's Arkbow is in contention as it is sometimes hard to justify pitching a card for a random Creature.

Counterspells are less of a problem for Thar as of late; it's kill. They save their counters to protect their wincons, so instead people just wait for an opportune time to Spot Remove or Wrath him away. This is why I have made a Ramp increase; both to get him out faster and get him out again. Spellbreaker goes for Wood Elves.

Packleader actually doesn't draw that many cards, so I cut it for another Ramp piece in the form of the Hydra. I like the Hydra because its' Reach protects me on defence and its large size makes it great for Skarrg, the Rage Pits, Kessig Wolf Run or Rogue's Passage to get in or to be sacrificed to Fling. There have been numerous 7/7 and 8/8 Creatures in the meta as of late, Thar can't profitably Block them. With the Hydra's ability to fetch any land, I can get a draw, protection, life gain, evasion or ramp.

I've noticed that I've been shy on Red when I wanted it a few times, hence a lot of axes applied to Forests over Mountains. This deck has left its nonbasic punishing early days, so I'm putting in lands that Wood Elves or others can fetch. Nykthos, I'm trying out, because while I do not think it'll be there to make huge amounts of mana, it should help me squeeze out costly Creatures. Hopefully, this will leave me with mana remaining open to protect them with the deck's numerous instants.
Last edited by Tevesh 4 years ago, edited 1 time in total.

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Post by Tevesh » 4 years ago

Strictly better than a Forest:
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Will probably come into play Untapped and advances me a turn when I want to cast a big man.
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Post by Tevesh » 4 years ago

Honing the new direction:
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I need more Ramp, just so I can keep better hands without worrying to Mulligan and to get Thar under the spell blitz. Farhaven and Springbloom get me there faster. Vizier has been lacklustre and with the amount of times I've had to contemplate my hands instead of snap keeping, that's the 'draw' I'm looking for.

With the amount of discard that's been added to the deck, I guess Genesis should come back in, especially since he adds a lot of recursion to my many different Creatures.

Lastly, I figured maybe I should have at least one Wrath so Blasphemous Act goes in. I've found that while Fling and Soul's Fire were good ideas they weren't so in execution. I wouldn't want to feed Fling and there were a lot less times when a Fling or Soul's Fire wouldn't actually kill a troublesome Creature or Player.
Last edited by Tevesh 4 years ago, edited 1 time in total.

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Post by Tevesh » 4 years ago

Just a landbase improvement:
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It's one more thing for Wood Elves to fetch when I'm looking for more than just Green Mana.

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Post by Tevesh » 4 years ago

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Arkbow makes me greedy and stupid, plus it leads to some terrible keeps. I am removing the temptation by having a nice and simple Sylvan Ranger grab me a Basic when I need it early. Later on, it's a Cantrip.

I noticed I have a lot of X/1s and Skullclamp is the card for that. I also noticed that I had slightly too many 'Counterspells' and so I cut the Hapatra's Mark as it was the least impressive of the batch. We'll see if this works out. I do have ways to Sacrifice my Creatures if I do want to 'make it happen', as well.

A high Basic count is an artifact of when the deck had Nonbasic hate elements, so I'm finding that it is easy to throw in the Bridge as a low opportunity cost of getting a little card advantage.

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Post by Tevesh » 4 years ago

I was really nonbasic averse due to the nonbasic hate Ruric Thar started with, I've slowly been facepalming myself over some obvious additions:
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Ruric Thar and others are big, maybe I'd like to give them Haste to ruin someone's day?

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Post by shermanido37 » 4 years ago

Ruric Thar control is awesome! It really allows you to think in different ways and come up with new plays no one was expecting.
However, I do have some questions:
It really does seem like you're still a bit dependent on your commander, so why not slot in Lightning Greaves instead of one-shot Hexproof instants? If you're going to run these type of cards, I'd at least expect you to run Veil of Summer first. Keen Sense could REALLY crank up your card draw. Cindervines is hate along with removal.
Regarding your creatures, I don't see why not to to run Collector Ouphe. Harsh Mentor could really fit your style. Stigma Lasher could be brutal if you had some unblockable effects. Manglehorn could be great depending on your meta.

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Tevesh
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Post by Tevesh » 4 years ago

shermanido37 wrote:
4 years ago
Ruric Thar control is awesome! It really allows you to think in different ways and come up with new plays no one was expecting.
However, I do have some questions:
It really does seem like you're still a bit dependent on your commander, so why not slot in Lightning Greaves instead of one-shot Hexproof instants? If you're going to run these type of cards, I'd at least expect you to run Veil of Summer first. Keen Sense could REALLY crank up your card draw. Cindervines is hate along with removal.
Regarding your creatures, I don't see why not to to run Collector Ouphe. Harsh Mentor could really fit your style. Stigma Lasher could be brutal if you had some unblockable effects. Manglehorn could be great depending on your meta.
Thanks!

I'm not running blanket protection for Ruric Thar because I want to bait my opponents into removing him, defending him and ruining their whole life. Someone only throws a kill spell at Ruric Thar once they've got a plan, until then they just wait to see if someone else will deal with him. I use the Darksteel Plate so that he can survive blanket Wraths and even it is not that good. I find most people try to use spot removal on him and that's why all of my instants are geared towards protecting him. After that counterpunch, people either give up and try to hold back to see what else they can do or shrug and take six a few times casting their plan.

While I like the idea of Keen Sense, I'm not sure how often it would actually draw me cards.

The deck already has Cindervines. I'm not running Harsh Mentor and the like because Ruric Thar already does this and does a good job. Instead of using slots to fill the theme, I'm running other cards to help Ruric Thar live.

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Post by Tevesh » 4 years ago

Well, if it isn't that good, it's time to replace it:
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The Woodland Bellower is a nice utility piece but one thing I'm lacking in a Control deck is a utility finisher. Comet Storm should be able to pin point problems and blast them away, especially with more defensive Planeswalkers that continually march into the meta like they own the place. Between Zendikar Resurgent and Regal Behemoth, my mana output can be quite high especially with my land drops, so I think it'll be a good laser to finish people off. I think I should be able to survive Ruric Thar's temper when I cast Comet Storm.

Darksteel just offers Indestructible, which is nice, I guess. The issue is it lets people still interact with the target, such as so many Planeswalkers putting Ruric Thar into a Bubble. Archetype will make my board much more difficult to answer and I know that some players love running a lot of Spot Removal. It'll be nice to make all of that a bunch of dead cards.

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Post by Tevesh » 4 years ago

Adding more counterpunch:
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The deck thrives on counterpunching a play. Someone casts a spell that will eat Thar, they take six and then I protect him. Effectively, I walk into the game knowing that I have 30 less life than I do while everybody else doesn't. Genesis is solid but slow, I rather keep moving forward. There's nothing more satisfying than counterpunching a play by dodging their offece and have Thar turn it back onto themselves. In this case, Momentous Fall will refill my hand when I need to press an emergency button. I can use it on one of my Creatures if a Wrath will resolve or make sure a steal spell doesn't hit my critters. With Thar probably being the frequent candidate, Fall is life neutral but I do have some very big boys who can gain me more than 6 life and 6 cards. The fact that they thought they had an answer but instead I refuel will take the wind out of their sails and I'll be able to cackle at the situation my opponents find themselves in.

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Post by Tevesh » 4 years ago

Theros update:
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Dryad's better than Farhaven Elf.

My instinct is to cut the Comet Storm. I think it's because Ruric Thar is my reach and so I don't need that, I just need to keep drawing cards to keep the pressure up and the Henge's life gain will offset Ruric Thar's anger. It's also great that I have tons of big men to make the Henge cheap as free.

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Post by Tevesh » 4 years ago

Least impressive card for some interaction:
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Silverglade's OK but it's the least impressive piece in Ruric Thar. I do like catching people's pants down with Force of Vigor, especially if I'm tapped out or something to that effect. I'm trying to figure out where to cram Gamble and Seasons Past in the deck; it's funny as it would appear that I would not want those cards but this is a Control deck and both of those are catnip to that archetype.

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Post by Tevesh » 4 years ago

Cutting awkwardness:
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Tireless Tracker has been underperforming, I don't quite want to swing with him as he's a draw engine so his aggressive stats aren't doing anything for me with that two toughness. Then, when I'm making land drop after land drop, I either don't have time to play him or crack his Clues. I prefer to try the Excavator, his three toughness means I don't need to sweat when Bears come swinging. I also discard or Sacrifice a bunch of Lands, so he'll be handy as a 'draw engine' by making Land drops from my Graveyard as I do have numerous ways to get extra land drops.

Essence Warden sometimes missed and I didn't like that. I'm putting in Warping Wail to get rid of troublesome utility Creatures or to counter Sorceries that really mess me up.

Primeval Bounty was also getting wishy-washy; I rather recur all of my cards and that's why I'm replacing it with Seasons Past. I am a little concerned that I am dropping a lot of life gain with this change, but I haven't been relying on either one to gain me life. That's usually slapping Lifelink onto Ruric Thar or Sacrificing one of my big monsters to Miren, the Moaning Well.

I'm adding more utility lands to work with Ramunap but also to shore up some weaknesses. Wizards keeps printing more and more 6/6s, so Thar is starting to have trouble getting in. Okina and Shinka will be ways to mitigate that. Okina can also speed up my clock and that process made me go with Opal Palace. In longer games, Ruric Thar does die two to three times, with an Opal Palace I'm getting something back when I cast him. Instead of being a 6/6, he's larger which turns him from a four turn clock into three turns. Basics come out, though I am thinking I'm getting a little too light.

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Post by Tevesh » 4 years ago

Afterthoughts:
Changes 02/23/20
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Mirage Mirror and Yeva are other cards that have been awkward for the deck. With the shift to protect Ruric Thar even more, I don't need to use Yeva's ability to give him Flash to play around Counterspells anymore. Mirage Mirror, I'm not too sure why it hasn't been good for me.

Gamble is in just as a way to Tutor up whatever I need. It can also be used for Seasons Past loops if I'm lucky for unlimited protection and fuel.

I have been looking for other ways for the deck to win outside of Combat. Normally, that's just Ruric Thar's triggered ability but I would like something more. I tried Comet Storm in the past and it didn't feel right. Considering how good Vicious Shadows has been to me in my other Red decks, why not add that here? Sure, I might take six for my troubles but Vicious Shadows is going to make people cast Spells to deal with it and suddenly Wraths don't look so good anymore.

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Post by Tevesh » 4 years ago

Adding life gain:
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The last few cuts have hit my life gain, so I've decided to add Sapseed Forest as a low opportunity cost way to gaining life, especially since this deck does keep mana open. Sapseed can also be fetched by Wood Elves if I so feel that way.

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Post by Haman » 4 years ago

Have you ever consider playing possibility storm? might be a good plan b

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Post by Tevesh » 4 years ago

Haman wrote:
4 years ago
Have you ever consider playing possibility storm? might be a good plan b
I see you just watched that episode of Casually Competitive. No, they play at a higher level of play where that can really punish players. I want people to cast what they want and then I swoop in with a spell to save Ruric Thar ruining their entire life and they take six for the privilege.

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Post by Haman » 4 years ago

I had watched that episode, but I don't think the power Level is the sole reason they include it.
It's more of a "Can I dip my fries with ice cream?" approach, The element of surprise often reap more win then your usual way.

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Post by Tevesh » 4 years ago

Haman wrote:
4 years ago
I had watched that episode, but I don't think the power Level is the sole reason they include it.
It's more of a "Can I dip my fries with ice cream?" approach, The element of surprise often reap more win then your usual way.
That was a Stax build, this is a Control build. Messing with my spells is bad because I want them to do what they're supposed to do. Stax is all about disruption. That's why Possibility Storm isn't a good addition for my deck.

Changes:
Changes 03/07/20
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I think Klothys' price has bottomed out, so I picked her up. She provides mana which is the same job as the Courser but her added flexibility of Graveyard hate that gives me more life and puts a clock on my opponents is great. I'll be able to squeeze my opponents and pad my life total from Ruric Thar's temper.

A few games ago someone mentioned they thought my open Red was for REB. Immediately I thought, "Yeah, I should probably run that." I like the Shusher but it's putting itself out there. I rather keep Resources back and then get people. REB gives me the option for a Counter War but also allows me to destroy Blue Permanents which can be real handy. Shusher protects my spells until the next Wrath happens and when I'm going to cast my spells that give Indestructible, it's going to be protecting Ruric Thar.

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Post by Tevesh » 4 years ago

Mana rejiggering:
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The deck felt a little mana light, which doesn't make sense with the 38 Lands in the deck. I was going over the list and gave myself a facepalm: Glacial Chasm isn't a Land. Sure, Chasm has the Land Type but it is more of a Spell. That meant that the list was effectively rocking 37 Lands which is OK until I saw the Temple of the False God. Temple is also a non-Land Land; Temple has more in common with Skyshroud Claim than a Forest. It's the equivalent of any other four mana spell that nets you two mana except with the Land Supertype over anything else. This meant that the deck had 36 Lands, that's too few, especially if I want to use a Temple of the False God. So, Temple gets axed for a Forest - hopefully this will shore up the more touchy mana hands I've kept. I already have acceleration in the form of Castle Garenbrig, Nykthos, Shrine to Nyx and Ancient Tomb - I'm sure I can do without the hoops Temple requires.

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