This is a RUG good stuff deck featuring Riku of Two Reflections as the Commander, it is a reboot of my very first Commander deck which was an edited Mirror Mastery Precon.
With this deck you have basic acceleration in the form of ramp, card advantage in the form of multiple instants, sorceries, and creatures that are all easily abused with Rku's ability.
You also have a small counter spell suite here along with Vexing Shusher and Boseiju, Who Shelters All to make sure my big game ending bombs resolve. The counters serve the dual purpose of not only protecting my bombs but denying others players' bombs and combos.
Early game: Ramp like there's no tomorrow
Mid game: Generate card advantage with cards like Fact or Fiction, Sphinx of Uthuun, Harmonize, and Prophetic Bolt being copied by Riku, also counter some things.
Late game: Resolve bombs and win.
I use the Duels Of The Planeswalkers layout, though I'm right-handed and keep my deck and GY to the left. I dare you to ask me how tempting it is to hold flying creatures in a floating pattern over the table.
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1x Acidic Slime
1x Archaeomancer
1x Chancellor of the Spires
1x Clone
1x Conquering Manticore
1x Consecrated Sphinx
1x Deadeye Navigator
1x Diluvian Primordial
1x Echo Mage
1x Fierce Empath
1x Frost Titan
1x Inferno Titan
1x Maelstrom Wanderer
1x Mindclaw Shaman
1x Molten Primordial
1x Phyrexian Metamorph
1x Snapcaster Mage
1x Sphinx of Uthuun
1x Sylvan Primordial
1x Terastodon
1x Vexing Shusher
1x Woodfall Primus
1x Zealous Conscripts
Instant (9)
1x Cackling Counterpart
1x Chaos Warp
1x Counterflux
1x Dissipate
1x Fact or Fiction
1x Hinder
1x Prophetic Bolt
1x Spell Crumple
1x Voidslime
1x Call to Mind
1x Chain Reaction
1x Concentrate
1x Cultivate
1x Disaster Radius
1x Farseek
1x Fiery Gambit
1x Harmonize
1x Hull Breach
1x Kodama's Reach
1x Mystic Retrieval
1x Rampant Growth
1x Ranger's Path
1x Rite of Replication
1x Skyshroud Claim
1x Spelltwine
1x Sylvan Scrying
1x Time Stretch
1x Time Warp
1x Tooth and Nail
1x Vengeful Rebirth
Artifact (5)
1x Chromatic Lantern
1x Conjurer's Closet
1x Lightning Greaves
1x Sol Ring
1x Swiftfoot Boots
Enchantment (2)
1x Fires of Yavimaya
1x Rites of Flourishing
Planeswalker (1)
1x Garruk Wildspeaker
1x Alchemist's Refuge
1x Boseiju, Who Shelters All
1x Breeding Pool
1x Command Tower
1x Exotic Orchard
4x Forest
1x Gruul Turf
1x Hinterland Harbor
6x Island
1x Izzet Boilerworks
1x Karplusan Forest
3x Mountain
1x Reliquary Tower
1x Rootbound Crag
1x Shivan Reef
1x Simic Growth Chamber
1x Steam Vents
1x Stomping Ground
1x Sulfur Falls
1x Taiga
1x Temple of the False God
1x Thespian's Stage
1x Tropical Island
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Volcanic Island
1x Yavimaya Coast
1x Chancellor of the Spires
1x Conjurer's Closet
1x Conquering Manticore
1x Diluvian Primordial
1x Fiery Gambit
1x Maelstrom Wanderer
1x Molten Primordial
1x Rite of Replication
1x Spelltwine
1x Time Stretch
1x Time Warp
1x Tooth and Naill
1x Zealous Conscripts
Removal:
1x Acidic Slime
1x Chain Reaction
1x Chaos Warp
1x Disaster Radius
1x Frost Titan
1x Hull Breach
1x Inferno Titan
1x Sylvan Primordial
1x Terastodon
1x Woodfall Primus
Recursion:
1x Archaeomancer
1x Call to Mind
1x Mystic Retrieval
1x Snapcaster Mage
1x Vengeful Rebirth
Utility/Good Stuff:
1x Cackling Counterpart
1x Clone
1x Deadeye Navigator
1x Echo Mage
1x Fierce Empath
1x Fires of Yavimaya
1x Lightning Greaves
1x Mindclaw Shaman
1x Phyrexian Metamorph
1x Prophetic Bolt
1x Swiftfoot Boots
1x Vexing Shusher
1x Concentrate
1x Consecrated Sphinx
1x Fact or Fiction
1x Harmonize
1x Sphinx of Uthuun
Counters:
1x Counterflux
1x Dissipate
1x Hinder
1x Spell Crumple
1x Voidslime
Ramp/Color Fixing:
1x Chromatic Lantern
1x Cultivate
1x Farseek
1x Garruk Wildspeaker
1x Kodama's Reach
1x Rampant Growth
1x Ranger's Path
1x Rites of Flourishing
1x Skyshroud Claim
1x Sylvan Scrying
1x Sol Ring
Land:
1x Alchemist's Refuge
1x Boseiju, Who Shelters All
1x Breeding Pool
1x Command Tower
1x Exotic Orchard
4x Forest
1x Gruul Turf
1x Hinterland Harbor
6x Island
1x Izzet Boilerworks
1x Karplusan Forest
3x Mountain
1x Reliquary Tower
1x Rootbound Crag
1x Shivan Reef
1x Simic Growth Chamber
1x Steam Vents
1x Stomping Ground
1x Sulfur Falls
1x Taiga
1x Temple of the False God
1x Thespian's Stage
1x Tropical Island
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Volcanic Island
1x Yavimaya Coast
With this deck you have basic acceleration in the form of ramp, card advantage in the form of multiple instants, sorceries, and creatures that are all easily abused with Rku's ability.
You also have a small counter spell suite here along with Vexing Shusher and Boseiju, Who Shelters All to make sure my big game ending bombs resolve. The counters serve the dual purpose of not only protecting my bombs but denying others players' bombs and combos.
Early game: Ramp like there's no tomorrow
Mid game: Generate card advantage with cards like Fact or Fiction, Sphinx of Uthuun, Harmonize, and Prophetic Bolt being copied by Riku, also counter some things.
Late game: Resolve bombs and win.
Any suggestions/critiques?