Buried Ruin

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander 2016 (C16) Uncommon
Commander 2014 (C14) Uncommon
2012 Core Set (M12) Uncommon

Combos Browse all

Buried Ruin

Land

: Gain .

, : Sacrifice Buried Ruin: Return target artifact from your graveyard to your hand.

Buried Ruin Discussion

kamarupa on Cohesive Courage [Ally Aggro]

2 days ago

I think Irregular Cohort needs a bigger land-base. I'd say 20 would be the minimum just for Kabira Evangel. 22-23 is probably necessary for consistency.

Talus Paladin doesn't seem like it's worth 4CMC, especially with an already strained mana-base. Perhaps if there was a lifegain wincon, I'd see the value, but Ondu Cleric should gain you so much life, it just seems like overkill to keep the Paladin. I suggest swapping it out for a lower CMC Ally, probably a blink target like Expedition Envoy .

Tezzeret's Gambit perhaps, for some card draw?

Some additional utility lands might be useful: Field of Ruin / Ghost Quarter , Scavenger Grounds , Buried Ruin

Reprobation might be useful as an inexpensive sideboard option against graveyard recurrence. Blessed Alliance / Celestial Flare also against indestructible and hexproof. Nevermore can shut down a lot of decks, too. Usually good to have instant artifact/enchantment removal - Disenchant , though if you can make enough tokens, Sundering Growth might be worth slowing down to sorcery speed. I like to also run Revoke Existence in the event opponent has graveyard interactions.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

2 days ago

Got to bring the deck to FNM yesterday and it was a lot of fun, more fun than I've ever had at FNM playing Modern.

Noticed some things right off the bat, like World Breaker is no longer the powerhouse it was in previous versions of the deck. The casting cost can be detrimental during really vital turns when I have Bridge out but not enough mana to get World Breaker out of my hand. Switched it out for an Acidic Slime and immediately felt the benefit. I almost want a second.

As for planeswalkers: Karn feels great. I would never go less than 4. Wrenn at 3 feels good, although I could probably go to 2 and still feel the benefit. 2x Chandra TOD was okay, and Chandra AI was an absolute house. I ended up siding in AI almost every game, and every time I got to cast it it had a pretty big impact on the board. I'm not sure if I just don't have the right type of deck for Chandra TOD, or I wasn't taking full advantage of her, but the difference in game impact was huge. That's probably the point though between a 4 drop and a 6 drop. For now I am going to go one of each, none in the side, and see what that plays like.

19 lands feels good thanks to the Wrenn and Stirrings, but 3 colorless sources is the absolute max. I had some rough mulligans that would have been great had my land drop not been a colorless source. It may be worth dropping a Birds for another land source and see how that plays. Changing Buried Ruin , a land I like but that I didn't get value out of very often, to a Blast Zone was a great change. I got to use it quite often, including one instance of cracking it while it was on 3, bring it back in with Wrenn on the same turn, and crack it again on 1 to wipe out quite a few opposing creatures. Even just having it out and leaving some mana up to crack it is enough to warp the decisions people make.

I think when there is no Walking Ballista in the mainboard that the Batterskull in the side is better as a Wurmcoil Engine . I'm going to test that and see how I like it instead.

kamarupa on A Bigger Boat

3 days ago

6 bounce-wraths seems pretty extreme, especially in a deck that's so mana-hungry. I suggest dropping 2-4 of them in favor of a few Chasm Skulker s. That said, Cyclonic Rift seems relevant.

With Islandwalk potentially being the difference between a win and loss, perhaps Quicksilver Fountain would be of use here.

1x Halimar Depths can add a little dimension to your mana-base. Scavenger Grounds and Field of Ruin / Ghost Quarter might be useful enough to leave 1x of each in your mainboard.

Negate is usually a good mix of power and uses for a low-ish CMC and low $. Cancel seems better than Logic Knot.

Chart a Course seems to fit thematically, but you'd need some more creatures to make it viable. Jace's Ingenuity is just bad. It makes Harmonize look like a dream. As rule of thumb, draw card isn't good if it works out to much more than 1CMC/card drawn. And it doesn't create card advantage unless you're drawing at least 2 cards - that is - can-tripping is deck-thinning. I don't think you want to deck thin here, because those slots are better used for lands you need to cast your big creatures. Divination is probably the more acceptable option, though I'm not particularly found of it.

Perhaps some counterspell ramp would be helpful: Curious Homunculus  Flip/ Vodalian Arcanist or even just Silver Myr .

Another option: use Master Transmuter to drop an Inkwell Leviathan . This would require more artifacts, but that could be the way to go - things like Springleaf Drum and Paradise Mantle with Ornithopters can be a very fast mana ramp. You'd also get Stoic Rebuttal , Darksteel Citadel , and creatures like Etherium Sculptor . If you do go with artifacts, Buried Ruin would be smart.

kamarupa on Regi-Soaring Through Modern

5 days ago

Tutors: Shred Memory , Diabolic Tutor , Mastermind's Acquisition , Commune with the Gods .

Deck names: Fartless Summoning, Summoning Funnoning, Summoning Bums, Heedless Summoning, Wreckless Summoning, Discount Monsters, Mold-Damaged Beasts, Runts, Grunts, Cheap Beasts, Seconds, Defect Discount... I can come up with some more if you're interested.

Other relevant spells: Always Watching (negates -1/-1 from Heartless Summoning, Hall of Heliod's Generosity , Tragic Poet , Odunos River Trawler , Restoration Specialist , Bojuka Bog , Mortuary Mire , Buried Ruin , Scavenger Grounds , Field of Ruin , Ghost Quarter , Bump in the Night , Lightning Bolt , Terminate , Cast Down .

Sideboard spells: Beast Within , Return to Nature , Scavenging Ooze , Geth's Verdict , Pithing Needle , Ratchet Bomb , Elixir of Immortality , Fog .

I don't see the need for Mass Hysteria. It's nice, but not relevant to the deck's goal of getting Heartless Summoning down. I'd cut it in favor tutors and/or disruption/utilities.

kamarupa on Trying out Esper Artifacts

2 weeks ago

Given that Master Transmuter costs 4 to cast, and there are lots of other spells even higher, I suggest you run 24 lands or include more ramp via Paradise Mantle / Springleaf Drum .

I also suggest you include 1x Buried Ruin . Darksteel Citadel might be worth including, too.

Thoughtcast instead of Temple Bell .

Cranial Plating is usually pretty good.

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Buried Ruin occurrence in decks from the last year

Modern:

All decks: 0.07%

Commander / EDH:

All decks: 0.11%

White: 0.66%

Red: 0.63%

Blue: 0.52%

Black: 0.23%

Golgari: 0.08%

UR (Izzet): 0.74%