Magic: The Gathering - Ruby, Daring Tracker Commander Deck Guide
Unlike the Grimm version of Little Red Riding Hood, the one portrayed in Magic: The Gathering is no stranger to terrifying beasts. In fact, Ruby, Daring Tracker is the ideal card to lead a Commander deck full of monstrous creatures ready to leap into action—quite the switch from being a helpless victim of a big bad wolf.
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PostsWith Ruby as a springboard, you can fill an entire deck full of powerful creatures that would otherwise be quite difficult to cast. Then, once she's paired with a larger creature, Ruby can go on the offensive while still providing mana for bigger creatures to come.
The Commander: Ruby, Daring Tracker
Ruby is pretty simple as far as commanders go. For one red and one green mana, you get a 1/2 haste critter that gets +2/+2 so long as she attacks while you control another creature with power over four. That's all well and good, but the real draw with Ruby is that she can tap for either green or red mana.
Having that little bit of early-game power is probably not going to win too many games, but being priced at just two mana means that Ruby is almost guaranteed to show up on the second turn of every game she's played. This means that, if you draw the required number of lands, you're (almost) guaranteed to have four mana on your third turn.
A mana curve that starts at four mana means you can start casting big, splashy creatures reliably in the early stages of the game. It also means you can ramp up even more generously with cards like Migration Path and Vastwood Surge, which draw out two lands from your library instead of just one.
This doesn't mean you should entirely ignore cards that cost less than four mana as there will always be some room to cast one, two, or three-mana spells, but you can afford to push your deck into the higher-costed cards with Ruby at the helm.
With a deck that loves to cast big creatures, the rest of a Ruby Commander deck should focus on empowering those big-mana critters and ensuring that you're able to refill your hand after you cast all those ramp spells. Luckily, there are plenty of ways to do that in a deck that loves both mana and creatures to start at the number four.
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PostsHow To Build A Ruby, Daring Tracker Commander Deck
Raggadragga, Goreguts Boss by Xavier RibeiroUltimately, your path to victory will be casting big-mana bombshells faster than your opponents can set up their defenses. Ruby will play a big part in that, as will other sources of fast mana, bombastically large creatures, a few big-swing sorceries, and a bunch of creatures and enchantments that refill your hand every time you cast a creature.
Ramp, Ramp, Ramp
CloseRuby can't do all the heavy lifting when it comes to producing mana. To get enough to start hard-casting enormous Dinosaurs and Elder Dragons, you'll need more.
Luckily, green is the king of ramp. Start off with Birds of Paradise, then Sakura-Tribe Elder, Three Visits, or Rampant Growth, then Cultivate, before finally hitting the big leagues with Migration Path and Vastwood Surge.
Your creatures can also help produce mana, either by making things cost less (like Goblin Anarchomancer and Drumhunter) or by letting you play more lands every turn (like Loot, Exuberant Explorer or Silverback Elder Elder).
There are also cards like Overlord of the Hauntwoods which creates mana-producing lands from thin air, Defiler of Vigor which lets you pay life instead of green mana, and Domri, Anarch of Bolas which both adds mana and prevents your creatures from being countered.
Powerful Creatures
CloseRed and green have no shortage of big creatures (typically defined as having four or more power, which is where Ruby's other ability triggers). Here, we're looking not just for large numbers, but also additional abilities that enhance your army, sneak more creatures onto the battlefield, or provide great flexibility in how they're played.
On the 'enhance your army' side, Cactusfolk Sureshot gives your team trample and haste, Railway Brawler can double the numbers of every creature you play, and Silverback Elder turns every creature played into potential removal, life gain, or ramp.
Loot, Exuberant Explorer, Bloodbraid Challenger, Ilharg, the Raze-Boar, and Emergent Woodwurm are all great at sneaking creatures into play without even paying for them. Overlord of the Hauntwoods, Trumpeting Carnosaur, and Kogla and Yidaro all have alternate casting costs that make them quite flexible, able to answer threats more directly than with just another big creature.
Special mention goes to Raggadragga, Goreguts Boss and Kogla, the Titan Ape. Both of these creatures directly interact with Ruby to either enhance her or themselves.
There are a lot of other options here, so feel free to experiment with whatever big red/green monsters you like, or just skip ahead to the deck list to see what other creatures are recommended.
Beastly Card Draw
CloseOnce you've cast Ruby, a few ramp spells, and finally have enough mana to start casting your big creatures, you've probably only got two or three cards left in your hand, which will limit the amount of pressure you can apply no matter how big a monster you cast. You need to draw more than one card per turn to keep the pressure on.
The best way to do that is to replace cards as you cast them. Since your deck is going to be mostly creatures, cards like Beast Whisperer, Guardian Project, and Soul of the Harvest are ideal. Cast a creature, get a card, continue until you run out of mana.
Another good alternative is to draw cards when a certain condition is met—like, say, possessing a creature with four or more power. Garruk's Uprising, Colossal Majesty, Elemental Bond, Hunter's Talent, Vaultborn Tyrant, Drumhunter, and Garruk's Packleader all fall into this category.
Then there are one-time spells that offer a lot of cards all at once. Shamanic Revelation, Hunter's Insight, Disciple of Freyalise, and Garruk, Primal Hunter all fall into this category (although Garruk can potentially draw cards several times if your foe's let you).
Good Red/Green Stuff
CloseEvery deck needs a few answers, and Gruul (red/green) has them in spades. Heroic Intervention and Untimely Malfunction offer some protection for your big monsters, while Beast Within and Chaos Warp provide targeted removal at the expense of giving your opponent something less potent (hopefully).
Call Forth the Tempest and Ezuri's Predation are both big-swing sorceries that can win games all on their own, especially if you manage to cast them early enough. Blasphemous Act is a good board sweeper, while The Skullspore Nexus keeps your army alive if and of your opponents decide to sweep the board.
Jeska's Will offers both ramp and access to additional cards as a one-time deal that can produce truly explosive starts. It's an expensive card, so we'll note some cheaper alternatives in a budget substitutions section.
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PostsRuby, Daring Tracker Commander Deck List
Kogla, the Titan Ape by Chris RahnHere’s a recommended deck list for Ruby, Daring Tracker.
Ruby, Daring Tracker Commander Deck List
Commander (1)
Ruby, Daring Tracker
Creatures (34)
Birds of Paradise
Goblin Anarchomancer
Sakura-Tribe Elder
Spinner of Souls
Loot, Exuberant Explorer
Beast Whisperer
Drumhunter
Anzrag, the Quake-Mole
Cactusfolk Sureshot
Primeval Herald
Raggadragga, Goreguts Boss
Garruk's Packleader
Bloodbraid Challenger
Terror of the Peaks
Ilharg, the Raze-boar
Overlord of the Hauntwoods
Railway Brawler
Silverback Elder
Defiler of Vigor
Xenagos, God of Revels
Etali, Primal Storm
Kogla, the Titan Ape
Trumpeting Carnosaur
Disciple of Freyalise / Garden of Freyalise
Soul of the Harvest
Kogla and Yidaro
Soul of New Phyrexia
Emergent Woodwurm
Tyrant's Familiar
Drakuseth, Maw of Flames
Vaultborn Tyrant
Terastodon
Ghalta, Primal Hunger
Hugs, Grisly Guardian
Planeswalkers (2)
Domri, Anarch of Bolas
Garruk, Primal Hunter
Sorcery (10)
Stump Stomp / Burnwillow Clearing
Three Visits
Cultivate
Jeska's Will
Migration Path
Vastwood Surge
Shamanic Revelation
Call Forth the Tempest
Ezuri's Predation
Blasphemous Act
Instants (6)
Heroic Intervention
Untimely Malfunction
Beast Within
Chaos Warp
Hunter's Insight
Return of the Wildspeaker
Enchantments (7)
Utopia Sprawl
Hunter's Talent
Garruk's Uprising
Rhythm of the Wild
Colossal Majesty
Elemental Bond
Guardian Project
Artifacts (4)
Sol Ring
Swiftfoot Boots
Hedron Archive
The Skullspore Nexus
Lands (35)
Command Tower
Thornspire Verge
Rogue's Passage
Kessig Wolf Run
Temple of the False God
Bonder's Enclave
Boseiju, who Endures
Cinder Glade
Game Trail
Mossfire Valley
Rockfall Vale
Rootbound Crag
Karplusan Forest
Stomping Ground
Spire Garden
Sheltered Thicket
Copperline Gorge
Temple of Abandon
Gruul Turf
Wooded Foothills
Cragcrown Pathway / Timbercrown Pathway
Commercial District
Fire-Lit Thicket
Forest (7)
Mountain (5)
Budget Substitutions
Some of these cards are going to be on the pricey side for new Magic players. Here are a few substitutions that won’t break the bank.
Expensive Card
Budget Substitutions
Terror of the Peaks
Ojer Kaslem, Deepest Growt, Dragonhawk, Fate's Tempest
Overlord of the Hauntwoods
Kona, Rescue Beastie
Railway Brawler
Goreclaw, Terror of Qal Sisma,
Xenagos, God of Revels
Savage Ventmaw, Screamer-Killer
Vaultborn Tyrant
Annoyed Altisaur, Shriekwood Devourer, End-Raze Forerunners
Jeska's Will
Kodama's Reach, Tempt with Discovery, Bridgeworks Battle / Tanglespan Bridgeworks
Call Forth the Tempest
Soulfire Eruption, Hit the Mother Lode, Rishkar's Expertise
Heroic Intervention
Tamiyo's Safekeeping, Gaea's Gift, Collective Resistance, Overprotect
Guardian Project
Glorious Sunrise, Monstrous Vortex
Boseiju, Who Endures
Mosswort Bridge, Hidden Nursery
Stomping Ground
Wooded Ridgeline, Fabled Passage, Rugged Highlands, Restless Ridgeline, Highland Forest
Thornspire Verge
Wooded Ridgeline, Fabled Passage, Rugged Highlands, Restless Ridgeline, Highland Forest
Spire Garden
Wooded Ridgeline, Fabled Passage, Rugged Highlands, Restless Ridgeline, Highland Forest
Wooded Foothills
Wooded Ridgeline, Fabled Passage, Rugged Highlands, Restless Ridgeline, Highland Forest
Tips For Playing Ruby, Daring Tracker
Rhythm of the Wild by Maxime Minard- Your game plan should always be first turn land, second turn land then Ruby, and then third turn either an aggressive four-mana creature, a ramp spell like Migration Path, or a card-draw source like Beast Whisperer or Guardian Project.
- By turn four or five, you should be seeking to go on the offensive with a lot of power at your back. Successively cast creatures will play defense or join the offense if you've got something like Rhythm of the Wild giving them haste.
- If you don't need her for mana, and you've got a big creature on the board to trigger her +2/+2 boost, feel free to send Ruby in to attack. She's so cheap that she can afford to die a few times before it becomes prohibitive to recast her.
- Remember that being the aggressor means picking your targets carefully. In a multiplayer game, that might mean going after the weak and defenseless players first while you build your strength to tackle the bigger threats later on.
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