
Mana Value
2
Popularity
#235
of 3,381 commanders · via EDHREC
Legendary Creature — Human Scout
Haste (This creature can attack and {T} as soon as it comes under your control.)
Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn.
{T}: Add {R} or {G}.
1/2
Aggro · Fast · Minimal interaction · Wins by combat
Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.
Big Mana decks are for players who want the game to build toward casting one spell that changes every resource count at once. This strategy wants to accelerate beyond normal mana development, using land ramp, mana rocks, doublers, and big mana commanders, to win through X spells, huge spells EDH tables have to answer, or haymakers like Torment of Hailfire and Expropriate. In the Ramp, Landfall, and Big Mana overlap, Ramp is acceleration, Landfall turns land drops into triggers, and Big Mana is the payoff plan for spending all that mana. Unlike Storm, it usually casts fewer spells in a turn and asks each one to matter on resolution.
Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.08 | ▲ 80.0% | ||
| 02 | Extra Combats | $0.49 | ▲ 2.1% | ||
| 03 | Treasure | $42.33 | ▼ 0.5% | ||
| 04 | Aristocrats | $4.76 | ▲ 6.2% | ||
| 05 | Lands Matter | $12.84 | ▼ 0.7% | ||
| 06 | Group Hug | $5.63 | ▲ 110.1% | ||
| 07 | Equipment | $7.99 | ▲ 238.6% | ||
| 08 | +1/+1 Counters | $3.94 | ▼ 3.7% |