5, Oct, 21

The Best Starter Commander Decks - Ruhan of the Fomori

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Go for a giant victory.
Article at a Glance

As we get more involved with good starter commanders, it’s about time we look into one of the tribal options. The trouble is that if you go with a tribe like Vampires, you’re looking at an extortionate amount of money for the best Commander there, which is undoubtedly Edgar Markov.

So, it’s often better to look to some of the lesser-known tribes if you want to capture that tribal feeling without the absurd price tag. One of the biggest tribes of recent years happens to be Giants, so we’re going to take a look at Ruhan of the Fomori.

Meet your commander

Ruhan of the Fomori is a four mana red, white, and blue 7/7. They read, “At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.” As a commander, Ruhan encourages an aggressive playstyle, although you can negate some of the and blood because they have to attack at random, which can help you be a little more sympathetic.

It does, however, set the tone for the deck. The aim here is to kill people with damage, and the ability to have bigger creatures than everyone else, along with some really great Giants and tribe-specific cards, means you can do that knowing full well that people are going to struggle to retaliate.

So, we know we need big creatures, ways to look after them, and ideally some spells which’ll deal the finishing blow if needed. Thankfully, Giants have some really cool subthemes, but we’ll get to those in just a little bit. For now, let’s have a look at some of the best Giants at your disposal.

Read More: The 10 Best Uncommon Commanders

Best aggro Giant cards

There are a lot of great Giant cards available in Commander, so it’s no big surprise that we’ve got plenty of options here too. First up is Calamity Bearer, a four mana Red 3/4 that makes it so that your Giants deal double damage to any permanents or players they hit. That’s an auto-include.

Sunrise Sovereign is a six mana Red 5/5 that gives all of your other Giants +2/+2 and trample, which is nice. Borderland Behemoth is another red Giant, but this time it’s a seven mana 4/4 with trample. However, it also gets +4/+4 for each other Giant you control, which makes it a hard one to stop without dedicated removal.

Finally, there’s Kalemne, Disciple of Iroas. Kalemne is a four mana 3/3 with both double strike and vigilance. While that’s fine, it’s not amazing, however, whenever you cast a creature spell with a mana value of five or more get an experience counter, then Kalemne gets +1/+1 for each experience counter you have too, which can get out of hand very quickly.

Read More: Can Wizards of the Coast Stop Printing Extra Turn Spells?

Best utility Giant cards

Next, we’ve got cards that help compliment what you’re doing, once again, all of which happen to be Giants too, well apart from our first pick. Stinkdrinker Daredevil is a three-mana red 1/3 Goblin that makes all of your Giant spells cost two mana less to cast, which is great given how pricey many Giants are. On that subject, there’s also Thryx, the Sudden Storm, who is a five-mana blue 5/5 with flash and flying that makes any spell you cast with a mana value of five or more cost one less to cast, and stops them being countered too.

Giant Harbinger is a simple red five-mana 3/4 that reads, “When Giant Harbinger enters the battlefield, you may search your library for a Giant card, reveal it, then shuffle and put that card on top.” Of course, it’s even better if you can quickly draw that card, and Aegar, the Freezing Flame is a three-mana blue and red 3/3 that basically lets you draw cards if you deal too much damage to a creature or planeswalker using a Giant.

Finally in this section, we’ve got Giant’s Grasp. This is a four mana Blue aura that reads, “Enchant Giant you control. When Giant’s Grasp enters the battlefield, gain control of target nonland permanent for as long as Giant’s Grasp remains on the battlefield.” Stealing stuff is fun, isn’t it?

Read More: The Best Voting Cards In Commander

Best board wipe Giant cards

Our last section is dedicated to making sure you can always attack without issue. Realm-Cloaked Giant is the simplest of these. While it’s a seven-mana 7/7 with vigilance normally, you can first cast it as a five-mana board wipe that specifically destroys all non-Giant creatures.

There’s also Thundercloud Shaman, a five-mana red 4/4 that reads, “When Thundercloud Shaman enters the battlefield, it deals damage equal to the number of Giants you control to each non-Giant creature.” Even if you only control a handful of Giants, that’s usually going to deal enough damage to wipe the board.

Last but not least is Cyclone Summoner, a seven-mana 7/7 that has every permanent except for Giants, Wizards, and lands returned to their owner’s hands as long as you cast it from your own hand. Sure, you can’t flicker it, but you’ll likely only need one shot to wipe everyone out anyway, so who cares?

Read More: More Than Four Players In A Commander Game Is Hellish

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