Barbarian Ring

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Barbarian Ring

Land

: Add . Barbarian Ring deals 1 damage to you.

Threshold, , Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to any target (creature, player or planeswalker). Activate this ability only if seven or more cards are in your graveyard.

Caeruleus on Murders and Acquisitions (Marchesa Superiority)

8 months ago

Hiya! I played a Black Rose deck for 6 and half years, and here are some of my observations:

(1) If you want to run some more unusual creatures, Thalakos Deceiver is exceptional, as is Goblin Grenadiers.

(2) you can spike the power and create significant annoyance with Dauthi Voidwalker. Remember the void counters track between instances, so you can really can just smack with it until you need it, and then it remembers all the cards its exiled over its whole life span.

(3) In your land base, take out some of the slower lands for Threshold Cycle Cabal Pit, Cephalid Coliseum and Barbarian Ring. The neat trick is you wait til you've filled up your bin with stuff (before her Ladyship brings them back), and activate them then. Otherwise they are painlands which enter untapped and add coloured mana.

(4) The last cute trick is Trinket Mage. Now, if the Ozolith and the Skull Clamp weren't good enough reasons... Consider Myr Scrapling and Hope of Ghirapur, both of which are exceptional utility creatures of the deck. If you want to be extra spicy, you can even add some artifact lands so you use the mage to mana fix

DreadKhan on Sligh

10 months ago

I agree, I wouldn't normally suggest ramp in a deck like this, but I was curious about 1 or 2 copies of the Ritual. I think my problem was that I was thinking of the ceiling, that you'd have the Ravager, but if you've just got a bunch of 1 drops then you're right, it's an unbelievably bad card. IMHO discarding 3 or 4 cards is probably great if you're drawing another 3 every time, but I think you're right, the problem is you're not always drawing 3 cards, and in the event that you actually had the Gorger out then discarding those cards could be really sweet. Thanks for the helpful reply!

In the hopes of not completely wasting your time, I feel like at 22 lands you could run at least 1 copy of Barbarian Ring? It's a bad card early, but it's a better draw late game compared to most other lands, not sure if that justifies it. I could be wrong, but 22 lands feels a tad high as well potentially, from what you're saying it might not be a problem to be short of lands (you have tons of 1 drops). I see a lot of mono-Red decks running less, but you do have your 3 drop, but from what you're saying you usually are fine playing it turn 4.

thesilentpyro on Korvold - Treasures Without Borders

11 months ago

With the resurgence of the lands theme in the deck, I feel like I want one or two more utility lands. Options:

  • Crystal Vein
    Extra land drops + Crucible effects is a situation that the deck may get into pretty often.

  • Wasteland
    Strip Mine backup. Never not good.

  • Thespian's Stage
    Not as good as Thespian's Stage, but that doesn't make it bad.

  • Dryad Arbor
    Fetchable creature that can be sac'd to creature outlets and used with creature recursion.

  • Blast Zone
    Removal, albeit slow.

  • Cabal Pit/Barbarian Ring
    Creature removal. Random burn to the face with Ring if you have spare mana and land drops with nothing else to do with them.

  • Argoth, Sanctum of Nature  Meld
    Token maker, feeds recursion. But it's very slow and the ETB untap condition isn't reliable. It makes me consider Titania, Voice of Gaea  Meld so I can tutor for one when I have the other (and Titania's lifegain on its own isn't the worst either), but that's probably too many slots for an unreliable effect. The meld not happening until your own upkeep sucks too.

  • Tranquil Thicket/Barren Moor
    Go nuts with Loam, turn Wrenn and Six into a draw engine.

  • Kessig Wolf Run
    Wincon on a land. Though Korvold usually grows quickly enough on his own to do the job.

Jett2112 on Tulzidi Caravan

1 year ago

SufferFromEDHD Thanks for the interactions! Yeah this deck is a little mean because often times the Tulzidi Caravan combat damage kills one opponent at a time while they cannot execute a combo because of stax.

Meekstone acutually doesn't exactly fit the strategy perfectly because the strategy is to deal damage with 2 power creatures and lay out stax peices that stop common cedh combos. are there any combos that get stopped by meekstone? if so somebody reccomend a cut for meekstone. also I generally benefit from other players being able to attack eachother and thats why I haven't been running Ensnaring Bridge. thoughts on Ensnaring Bridge or any cards like them?

Ghitu Encampment Yeah I can't have too much etb tapped cuz I'm tryna go fast. Barbarian Ring? I do have a Ruination in here and Price of Progress but I could also run Kher Keep. the high mountain count is remnant of when I ran Valakut, the Molten Pinnacle but now thats gone... thoughts on non-basic lands? must not enter tapped.

Null Brooch thats cute! I'm gonna think about adding 3 counterspells this might be one.

Thanks for the Recs!

ClockworkSwordfish on Legacy Burn

2 years ago

Mountains are necessary to play Fireblast and they won't backfire under Price of Progress, but I think it might be worth considering a couple nonbasics for that extra little bit of reach. If fetchlands purely for the deck thinning feels too finicky, you might appreciate a pair of Barbarian Ring or Ramunap Ruins - you never know when you need those last two points!

fatalzintomyum on Legacy Burn

3 years ago

Nixin72, you scared me when you started to act concerned about a burn deck "burning out quickly" or having to "maintain a board presence", but I see what you mean and I quite agree. Though I hope the burn deck is not trying to play any sort of long game both Monastery Swiftspear and Eidolon of the Great Revel are very powerful tools.

All that I am trying to say, purely mine own opinion on burn, is that sacrifices of raw power and damage for some sort of elusive long-game advantage are rather foolish most of the time. In the case of Monastery Swiftspear in particular however it is such an amazing card, it and eidelon can snap up those Spark Elemental and Keldon Marauders spots.

as for lands, one that you may want to consider is Barbarian Ring . a more freeroll card can never be found, and having such reach can be very good. The same logic sort of applies to Ramunap Ruins , though I would be careful with 5 mana Shock s.

Good luck and a +vote

EnbyGolem on $10* Burn

3 years ago

Thanks for the advice, ClockworkSwordfish!

Ramunap Ruins is more money than any of my other cards (my highest is Rolling Earthquake at $.69); I think it might just be too expensive to run if I want to keep a sideboard... I might play around with Barbarian Ring though. I am already at budget so I would have to take several things out for it to fit but it might be worth while. As you mentioned, I also just really don't want to shoot myself in the foot with a underpowered Landslide in the late game. Also, like landslide, it doesn't scale well in multiplayer matches so that's something to consider.

Thank you again! You've given me a lot to think about!

ClockworkSwordfish on $10* Burn

3 years ago

Even considering the inclusion of Landslide, you might find it worthwhile to replace a Mountain or two with something like Barbarian Ring or Ramunap Ruins. You never know when you'll be short that last point or two of damage!

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