Ruby / SteelPure Beatdown · Biggest creatures, most removal
Classic midrange beatdown. Ruby's high-strength characters paired with Steel's removal and Bodyguards. The deck plays a fair game — bigger threats than the opponent, with answers when they try to do the same. Solid against most archetypes, but loses to faster aggro and out-grinds slower control.
What each ink brings
Top cards from each ink
The pieces you'll see in nearly every Ruby/Steel decklist. Click through for full card details and current prices.
Ruby staples
The gameplan
Ruby/Steel is a pure beatdown deck. The plan unfolds across the early, mid, and late game.
- Turns 1–3: Cheap Ruby threats and Steel inkable cards. Apply pressure or set up a wall depending on opening hand.
- Turns 4–6: Mid-cost threats from both inks. Banish their key card with Smash. Beast, Tragic Hero stabilizes.
- Turn 7+: Mickey Brave Little Tailor or Mrs. Incredible closes. By here you've traded resources favorably.
Sample 60-card decklist
A representative tournament-style shell. Quantities are starting points — most lists swap a few flex slots based on the local meta.
Strengths & weaknesses
Strengths
- Solid against most archetypes
- Largest combat threats with hard removal backup
- No real bad matchups except pure aggro
- Reasonable budget
Weaknesses
- No card draw — runs out of fuel late
- Loses to faster aggro decks
- Vulnerable to mass exert effects
Matchup notes
Rough guide to how Ruby/Steel performs against the most common archetypes you'll meet at events.
Other ink combos to explore
Each of the 14 other dual-ink combinations has its own personality.