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Piecetinkering: The Rampaging Ruby

As we all know, control has proven to be a powerhouse in Set 1. However, I still believe there is a place for a Gore Feast deck that focuses on pure aggression contrary to the mid-range style of the Ruby/Sapphire GoreKnight deck. The last time mono-Ruby was competitively relevant was during the early stages of Alpha. I have been brewing a Mono Ruby deck for quite some time and I believe it to be ready!

So let’s jump right into the deck list:

The Rampaging Ruby

Champion: Poca, the Conflagrater

Troops (23)

4x Savage Raider
4x Emberspire Witch
4x Fiendish Cabalist
2x Lord Alexander, the Courageous
2x Reginald Lancashire
4x Royal Falconer
3x Rampaging Tarasque

Constants (3)

3x Cerebral Fulmination

Actions (10)

3x Crushing Blow
4x Ragefire
3x Gore Feast of Kog’Tepetl

Resources (24)

24x Ruby Shard

Reserves

4x Burn to the Ground
4x Heat Wave
4x Veteran Gladiator
3x Ash Harpy

Your first thought when you look at this deck list may be to question the reliability of Cerebral Fulmination and Fiendish Cabalist. We will go into that shortly, but I want to explain—in detail—why I chose each of these cards.

Starting with the Savage Raiders: Savage Raider is highly underrated in Constructed play. Sure, there is a significant downside to Savage Raider in that it is forced to attack each turn. However, we can turn this con into a pro. Savage Raider’s forced attack allows you to play mind-games with your opponent; opposing player will instinctively block a Savage Raider, but knowing this allows you to easily bait them into losing a key troop. This is where Crushing Blows come in. After losing a troop to a Crushing Savage Raider once, your opponent will be thinking twice whether to block that Savage Raider with a turn two Angel of Dawn.

Emberspire Witch is, once again, a card that is not often seen in the current Constructed format (mostly due to the double Ruby threshold). This card is such a powerhouse and a huge threat to decks that rely on lifegain. For example, the famous Tu-Pact deck that has recently risen in popularity; lifegain is a necessary component for the Pact/Pact draw engine and Emberspire completely negates the healing ability of Pact of Life without actually having to remove it from the field. Not only that, Emberspire Witch has a strong presence on the field against Gore Knight decks due to Swiftstrike. There are few things more exhilarating than watching your opponent struggle to play a Gore Feast.

Now we get to the good part: Why Fiendish Cabalist? What role does he play? Fiendish Cabalist is a fantastic card that has singlehandedly won me many games. Turn 3, drop a Fiendish Cabalist and watch as your opponent trembles in fear of his might, throwing every card they have in their hand to counter the deadly Fiend. When playing Control, players tend to save removal for major threats. Now watch how fast your opponent throws down Extinction just to destroy a single three-drop. Consider what happens when you combine Fiendish Cabalist’s power with other cards, specifically Cerebral Fulmination and Gore Feast of Kog’Tepetl.

Cerebral Fulmination is an awesome card with this deck, especially when combined with Fiendish Cabalist. As your opponent keeps drawing cards, your Cabalist just keeps getting stronger. However, you may note that they also will draw more removal actions, but you can work this in your favor. Although they may draw a removal, the amount of pressure and aggression that you are putting on your opponent with Fiendish Cabalist leaves your other troops free from removal. All you need to do is drop a Fiendish Cabalist and your opponents will throw any type of removal they have at him, which can give you card advantage if they require multiple cards to destroy him. With a turn-two Fulmination, our chances of drawing an early finish improves considerably. Play a turn-three Cabalist followed by a turn-four Gore Feast, and watch as your opponent gets obliterated. There are some opposing decks that I recommend siding out Cerebral Fulmination against—particularly mono Sapphire or Sapphire-heavy decks. You never want Sapphire to draw extra cards because as soon as they get 5-7 resources you have most likely lost. Instead, you should sideboard out Fulminations for Veteran Gladiators and maybe an Ash Harpy for more aggression.

Let’s talk about other combinations with our friend, the Cabalist: Lord Alexander and Reginald Lancashire. Nothing says “Oh no!” like a Fiendish Cabalist with Speed. Then there is good ol’ Reginald Lancashire. I discovered this combo recently and since then I keep an eye out for it. Sure, Reginald leaves play for your opponent’s deck when it does damage to a champion, but I’m talking about the other effect: drawing 3 cards. This empowers a Fiendish Cabalist on the board while playing a Gore Feast; the opponent will ignore Reginald and block the Fiendish Cabalist, forgetting that the card draw will give Reginald’s 3 ATK to the Fiendish Cabalist on the second strike.

What else can we do with Reginald? Well for one, it should be easy to get him into the opposing deck because of the amount of deadly troops you have and Crushing Blow. Also remember the combination of Lord Alexander who can give Speed to Reginald. Once Reggie connects, Cerebral Fulmination can also help in getting your opponent to draw him and give you the win. This works especially well against decks that rely on a lot of card draw.

Finally, the last of our troops: Royal Falconer and Rampaging Tarasque. Royal Falconers are just a great 4-drop in general. Three troops in one and even if the Royal Falconer dies, those Falcons are still a threat with a Gore Feast. Lord Alexander and Royal Falconers work wonders together, giving Speed to not only the Royal Falconer, but to the Falcons themselves. As for the Rampaging Tarasque, Extinction is much less threatening when you have a Tarasque in hand to recover and steal a win.

For removal, Ragefire plays the role well, as it is stronger than Burn and can easily escalate with the help of Cerebral Fulmination. So… why no Burns? I feel that although Burn is a strong card, this deck focuses more on Troops over Actions. You want to keep steady aggression on the board until your opponent’s hand runs out of removal or effective answers. Sacrificing any of the troops listed above for a Burn is probably not ideal. Heat Wave is in the reserves against specific decks that try to swarm troops on the field; you can replace Ragefire for Heat Wave if the match-up favors it.

This deck was built entirely using Set 1: Shards of Fate, but there’s sure to be some neat substitutions using Shattered Destiny cards (which should be available later today!) Let me know in the comments if have any success using the new cards with this deck—I’d love to hear your ideas!

I hope you enjoy this deck I’ve been tinkering with!

Piecetinker is new to the competitive scene of TCGs. Despite this, he placed Top 8 in both the HexTCGPro July and Invitational tournaments. Primarily focusing in Constructed play, Piecetinker will continue to learn and improve his skills. You can find his Twitter here.

4 Comments on Piecetinkering: The Rampaging Ruby

  1. you have cerebral fulmination listed as an action btw

  2. So you have any idea what set 2 cards are good in this deck?

    im currently testing it out with boulder toss instead of ragefire, lots of good synergy with the other cards i feel

    all in all i love this deck and would love to know how to spice it up with more set 2 cards 😀

    • Here is a list of card that I feel should be added and removed:

      -3 Cerebral Fulmination
      -4 Savage Raider
      +4 Psychotic Anarchist (this works in place of Cerebral Fulmination and is a better presence that works with Gore Feast)
      +2 Jags The Blademaster
      -3 Crushing Blow
      +4 Crackling Bolt

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