Thursday, May 10, 2012

The incredible Ruhan

Ruhan is easily the most underrated commander in the 2011 commander product. Opinions on him range from too vanilla to too random. Me, I think he is too kickass. Most people who build voltron decks run a lot of equipment or enchantments to get their general to pack enough of a punch, Ruhan does not need it. This isn't a voltron deck, it's the Incredible Hulk!

Hi, my name is Ruhan, I like long walks on the er, I like attacking people, hitting people, attacking more people, and um killing people. My dislikes include puny mortals, silly weapons, other people. Ruhan is not the friendliest guy and doesn't think too much about strategy. What he is good at is killing players ... in 3 hits. In commander, players who take 21 damage from a single commander lose the game.

As a general strategy for this deck we want to accomplish a few things:
Blow up the world, often
Take extra attacks, red and blue are great at this
Either protect or accelerate Ruhan
... Profit ... ?!

Blowing up the world: Our general is cheap and highly effective for his casting cost. I've reset the board enough times to make casting him cost me 22 mana (that's a 10th casting). Clearing the board of creatures accomplishes 2 things. It clears the way for Ruhan to attack unrestricted, and it prevents our opponents from attacking us.
1)Wrath of God- Starting with the original, the non regenerate cause is often useful.
2)Akroma's Vengeance- Kills enchantments and artifacts too
3)Austere Command- Most versatile mass removal available
4)Day of Judgment- Almost as good as wrath
5)Phyrexian Rebirth- Still kills all dudes, may give you a large blocker at the same time.
6)Rout- Sometimes you may want to instant cast this, not often though.
7)Evacuation- Sometimes returning creatures to a players hand is better than killing them. recasting ruhan only costs 4 and you can do this EoT before yours.
8)Final Judgment- Exiling is often better than killing too, Rohan goes to your command zone either way.
9)Flowstone Slide- set to the right number this can kill all your opposing creatures and at times leave Ruhan on the field.
10)Pendrell Mists- Think of this as a slow wrath. Paying 1 each turn isn't a big deal

Taking extra attack steps. Unlike other forms of doubling damage this often spreads out the punishment to multiple players. If 7 damage is good, 14 has got to be better. Red and Blue are the key here.
11)Aggravated Assault- Lets you pay 5 to do this every turn. While I find it cheap and wont include it Sword of feast and famine makes this card an almost instant I win.
12)Seize the Day- Usable twice, we only need to untap 1 creature.
13)Waves of Aggression- Best use for late game land.
14)World at War- Plays itself twice all on its own.
15)Savage Beating- Addition of double strike means going from 7 damage to 28 and the possibility of finishing off 2 players at once (assuming they have been hit once already)
16)Temporal Mastery- It's a miracle, our opponents are getting hit again!
17)Time Warp- While extra turns are often frowned upon, at least this deck takes its turns fairly quickly.
18)Walk the Aeons- The buyback will only be useful late game, at that point it ends games.
Land1)Magosi, the Waterveil- You can time when to use this fairly effectively. It's better to take extra turns back to back and utilize the extra turn when opponents have used their resources. Also sometimes you actually want to skip a turn to not be forced to attack.
19)Stitch in Time- Embrace the random

Accelerate Ruhan. There are 2 main things we can do to accelerate Ruhan, ramp him out faster with 2 mana rocks, and give him haste.
Rocks:
20-22)Azorius SignetBoros Signet, and Izzet Signet- Best mana rocks available for this deck. takes you from 2 mana on turn 2 to 4 on turn 3 to play Ruhan. These also help to fix mana color issues.
23-26)Coldsteel HeartFire DiamondMarble DiamondSky Diamond- More mana rocks that can Fix color issues.
With the addition of these 7 mana rocks, we're going to cut 3 land. This is sticking with a formula of 1 land for every sources of artifact mana that usually works well for me.
Haste:
27)Anger- while technically another creature, he doesn't act like one, also should be easy to get it into the graveyard.
28)Ashling's Prerogative- We will obviously select even, changes the game ever so slightly.
29)Fervor- Does what it needs to, nothing special
30)Lightning Greaves- I hope you saw this one coming...
31)Obsidian Battle-Axe- Yep he is a warrior
32)Swiftfoot Boots- This should be plenty of haste generation
Land2)Hall of the Bandit Lord- Haste from a land, works for me.
Land3)Slayers' Stronghold- Awesome if we have extra mana when we play Ruhan


Planeswalkers: with taking extra turns often, planeswalkers become even better than normal, not that they need it...  By better, I mean they have more turns to pump up their loyalty or you have more uses to utilize their abilities.
33)Ajani Vengeant- Keeps a threat (blocker troublesome land) tapped. The Ultimate is just mean only hit other mean people with it.
34)Chandra, the Firebrand- Used to copy your sorcery effects (like extra turns...)
35)Elspeth, Knight-Errant- If she manages to get her Ultimate off all your global removal gets that much better, also gives Ruhan evasion.
36)Gideon Jura- Target removal or force blockers to get out of Ruhan's way.
37)Jace Beleren- Card advantage is card advantage. Or you can be nice and just keep everyone drawing a card.
38)Tamiyo, the Moon Sage- Ajani but better, in every way.
39)Venser, the Sojourner- Wait, he makes guys unblockable? His other abilities are situational, but even just used to untap Ruhan after attacking is useful.

Single card additions:
40-42) Uphill BattleFrozen Æther, and Kismet- Don't allow your opponents to use blockers the turn they come into play...
43-45)ConfiscateVolition Reins, and Take Possession- Best way to deal with a problem permanent is to take it.
46) Heat Shimmer, sometimes it just kills a commander, sometimes it copies something silly giving you a strange advantage. Kind of a pet card for me.
47)Mirrorweave- Situational fun card. Can kill an opponent out of nowhere (if he is being attacked by another). Or can clear the board by copying a 0/0 creature.
48)Master Warcraft- Hey you, attack him.
49)Grab the Reins- Take a guy and fling him at another
50)Oblation- Very useful removal spell, or can draw us some cards if needed.

Refill our hand:
51)Reforge the Soul- The newest wheel of fortune, kinda just to test it.
52)Time Spiral- being able to cast our newly drawn cards is nice.
53)Insight- Players are likely going to be playing green.
54)Mystic Remora - i find this to be highly underrated.
55)Rhystic Study- often in a multiplayer game players will not pay.
56)Thought Reflection- don't draw 1, draw 2

Counterspells: oh yeah, we are playing blue...
57)Hindering Light- Mostly want to use counterspells to protect Ruhan or another permanent we control.
58)Double Negative- At least a cancel, sometimes better. mainly played here because it is blue and red.
59)Controvert- There should be many opportunities to return it to our hand.
60)Cryptic Command- extra situational uses
61)Not of This World- Free counter for removal targeting Ruhan
62)Spelljack- Thief a spell

Lands:
4-7)Arid MesaFlood PlainFlooded Strand, and Scalding Tarn- Fetch your Islands, Mountains, or Plains Such as:
8-10)Hallowed FountainSacred Foundry, and Steam Vents- Effectively using the fetch lands to fix color issues.
11-13)Azorius ChanceryBoros Garrison, and Izzet Boilerworks- All kinda count as 2 lands. offering 2 different colors.
14) Command Tower- fits into any multicolor commander deck.
15) Rupture Spire- Sets you back a mana when you play it to help fix any color issues.
16-18)Vivid CragVivid Meadow, and Vivid Creek- Always offer 1 color, and a few chances to fix the other 2.
19)Desolate Lighthouse- Can filiter out unneeded draws in the later game.
20)Minamo, School at Water's Edge- Untap Ruhan to block.
21)Mystifying Maze- One of the designated "problem lands", when my opponents have one. 
22)Spinerock Knoll- Free spell when you hit.
23)Sunhome, Fortress of the Legion- Doublestrike at instant speed. Great for finishing off an opponent.
That leaves 14 more land. I'd run it 5 mountains, 5 Plains, 4 Islands.

Until next time, enjoy randomly destroying your friends.

5 comments:

  1. Master Warcraft... hate to tell you this, but MW only let's you force which creatures attack, but it doesn't let you choose WHO they attack. It actually is a terribly-designed card, because 99.9% of players think it works that way (including me, at one time) but it doesn't. They really screwed that one up!

    Anyway, cool deck idea, it's like the exact opposite of my Ruhan, which was a hybrid between Voltron-Equipment and Giant Tribal... and it kinda sucked... here's hoping your attempt fares better than mine!

    ReplyDelete
    Replies
    1. Huh, I guess you are right. I still stand by running it, maybe one opponent will cooperate. If not sleep can fit in as a similar card.

      Delete
  2. I'm not sure you have enough islands in the deck to buyback Walk the Aeons consistently, only 7 (including Hallowed Fountain and friends.).

    Its not a huge issue in my opinion but I just thought I'd mention it.

    Also as I said before, be sure to post some game reports. I'd be very interested to hear how the decks perform! =)

    As Thaum told me, Welcome to the nerdy world of MTG blogging! xD

    ReplyDelete
    Replies
    1. Hmm, to correct myself, 11 islands if you count fetch lands.

      Playtest the deck and keep an eye on how consistently you can buyback Walk the Aeons if its not a problem then just ignore what I said I guess. =)

      Delete
    2. The buyback on walk the aeons is just a bonus. Even if 90% of the time you don't use the buyback it's good for that 10% that you do use it.

      This deck, or one very similar, has performed very well for me in the past. What I was surprised about when playing it was I would often take opponents out with lethal damage, not commander damage. This deck would be towards the top of my list of decks to play in an unknown meta.

      Delete