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[DGM] Ruric Thar, the Unbowed
Posted: Sat Mar 23, 2013 8:53 pm
by Blackhound
http://www.examiner.com/article/pax-eas ... ly-spoiled
Ruric Thar, the Unbowed 4RG
Legendary Creature - Ogre Warrior (Rare)
Vigilance, reach
Ruric Thar, the Unbowed attacks each turn if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
6/6
Feel free to edit this post with a proper picture mods.
Posted: Sat Mar 23, 2013 8:56 pm
by Kaitscralt
Dies to remo... ow!
Posted: Sat Mar 23, 2013 8:59 pm
by Blackhound
Yeah, I could just imagine someone sitting on 6 life with a doomblade in there hand.
Posted: Sat Mar 23, 2013 9:01 pm
by Checkbox
their*
Posted: Sun Mar 24, 2013 1:37 am
by Kaitscralt
Unnecessary
Posted: Sun Mar 24, 2013 4:57 am
by Pendulum
Here's a clearer picture of the card, not sure if it's a mock-up but the art is right.
Edit- Ah, I see it is in fact a mock-up.
Posted: Sun Mar 24, 2013 5:06 am
by Pendulum
And here's a picture of another big single-minded albino dude with a weapon for a hand.
Posted: Sun Mar 24, 2013 5:46 am
by Second Harkius
one of the best legendary creatures i've seen in years!
Posted: Sun Mar 24, 2013 1:57 pm
by Kaitscralt
And here's a picture of another big single-minded albino dude with a weapon for a hand.
Ruric-Thar might not fit the single-minded category considering he's got two heads.
Posted: Wed Apr 03, 2013 6:51 pm
by Dane
So, I know we really don't have much about DGM, so it might be too soon...but this guy is seeming like an absolutely absurd curve topper for a red/green deck with any form of ramp in it.
Someone tell me how wrong I am, and how stupid I am for thinking this card is cool, and might be good enough to see play.
Posted: Wed Apr 03, 2013 7:02 pm
by Tom Servo
I really want to give him a shot. That's a stupid crazy ability and if you can get him out early enough he could be very difficult to deal with. I'll be working on solid ways to keep him from attacking if I need, but even if that doesn't pan out this seems like an awesome fatty to top out a curve. I'm not great at card evaluation though, so I don't really know
Posted: Wed Apr 03, 2013 7:08 pm
by Dane
I'm not working on ways to keep him from attacking, but rather, ways to make it so he won't die. Dropping him after Master Biomancer, so he's huge, putting lifelink on him so you can cast Boros Charm to make him indestructible and not have the life loss matter as much, etc.
I'm half tempted to pre-order 4-of, but at nearly $5.00 each...I'm not sure if they'll be the next sleeper, or crash right after release.
Posted: Wed Apr 03, 2013 7:16 pm
by Tom Servo
That's probably a better way to approach it, play to win, not to not lose and whatnot.
Posted: Wed Apr 03, 2013 8:08 pm
by Dane
Yeah, I just worry that it's getting too much of the "eggs into one basket" thing.
Oh well, I'm going to brew with this guy until he turns out to be terrible. I think he looks fascinating.
Posted: Wed Apr 03, 2013 8:22 pm
by Manasjap
He has that "when you throw removal at him eat 6" stuff going on. It depends on the rest of the beatsticks at cmc6 ofc, but I'd guess having to attack each turn with your 6/6 man won't be much of a problem.
Posted: Wed Apr 03, 2013 8:24 pm
by redthirst
Your 6/6 man that doesn't have to tap to attack.
I know the Titans set the bar high for 6 drops, but this guy is pretty good.
Posted: Wed Apr 03, 2013 8:25 pm
by Tom Servo
That's why I'm saying it was probably a bad idea because it was a corner case scenario to begin with. I'm just prone to bad ideas sometimes

Posted: Wed Apr 03, 2013 10:14 pm
by Dane
Ok...with full acknowledgement that I'm working in a situation where I have completely imperfect information, due to the lack of spoilers from DGM...here's my Christmasland scenario with this card.
Turn 1: Dork
Turn 2: Farseek
Turn 3: Domri Rade
Turn 4: Ruric
Turn 5: All the creatures.
No...that's not perfect, because turn 4 before I drop a REAL creature (I don't count dorks) sucks...but I think I'd definitely want a Domri down, keep me in gas, act as pseudo removal...
Posted: Wed Apr 03, 2013 11:49 pm
by Pendulum
I'm not sure "dies to non-direct removal" is an argument I'm willing to accept.

Posted: Thu Apr 04, 2013 1:11 am
by Dane
Well, honestly...EVERY card has SOME weakness. It's how it works.
That said, I'm thinking that the positives might outweigh the negatives here. Plus, assume you'll be packing more than one in a deck...sure, you want to Murder my Ruric? Take 6. I cast another Ruric.
Posted: Thu Apr 04, 2013 1:42 am
by Dodger
I like it. Powerful, but not an instant value no matter what card like the titans and Thragtusk. While it might be a bit difficult, it's entirely possible he dies without ever giving you any benefit. That alone is a welcome change. Of course if Vexing Devil is bad, is 6 mana to do 6 damage and eat a 2 or 3 mana removal spell a good trade?
Posted: Thu Apr 04, 2013 1:50 am
by Dane
I don't see this the same as Vexing Devil...for one simple reason.
Your opponent can't just say "No, I take 6."
He doesn't provide the virtual card disadvantage that VD does. They HAVE to expend a card + life to deal with him.
Posted: Thu Apr 04, 2013 4:07 am
by Shalako
I have a feeling he's going to be pretty nuts in Standard for a while, though there are a few possibilities that could shut him down. When
Cavern of Souls rotates he's easily counterable. Creatures can have removal attached to them (
Shriekmaw, etc.), and other spells that drop sooner than him and persist can as well (
Vraska the Unseen,
Seal of Doom, etc.), so if any of those get printed and become staples, then he could just be another "doesn't do anything before he dies" card.
I'm tempted to make a pretty fun deck with [card]Yeva, Nature’s Herald[/card] to get around those counters.
nHell,
Spellbreaker Behemoth gets around that too.
Posted: Thu Apr 04, 2013 1:43 pm
by redthirst
I like it. Powerful, but not an instant value no matter what card like the titans and Thragtusk. While it might be a bit difficult, it's entirely possible he dies without ever giving you any benefit. That alone is a welcome change. Of course if Vexing Devil is bad, is 6 mana to do 6 damage and eat a 2 or 3 mana removal spell a good trade?
A 1-for-1 + 6 life is usually considered a good trade.
Posted: Thu Apr 04, 2013 7:19 pm
by Dodger
Yeah like I said it's powerful. I'm sure it will be a finisher to ramp kind of decks. But at least it's not value coming and going.