Buried Ruin

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology Vol. II (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.

Price & Acquistion Set Price Alerts

C18

CM2

C16

Ebay

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Buried Ruin Discussion

kamarupa on No returns.

3 days ago

Looks pretty well thought out to me. Seems like with all the combo parts, there's not a lot of room for other spells left. Given the nature of instant win combos, the more disruption you can pack in the better. When I brew here, I often use the "Play Test" feature and just see how often I can get to the win-con within a 5 turns or so, depending on how much disruption I'm running. It helps me gauge the decks consistency and speed. Aside from that, I like playing against my friends on Cockatrice (free) - I further test new brews that seem decent there before I buy a list in paper.

Ramp options: There's not really much in the way of ramp for black - Crypt Ghast is pretty much it, and at 4CMC it won't really help you much. It does combo nicely with Liliana of the Veil which would offer you some added utilities, too, but together, that's a lot of mana spent on non-wincons. There's also Cabal Stronghold, but again, not really going to accelerate your game much. I suppose if you had more Goblins, Skirk Prospector might be an option. There are, of course, other red ramp spells, but at low CMC, you typically only gain 1 extra mana.

Lands: Perhaps you could make a little more room or create greater consistency running some Bojuka Bog (or Scavenger Grounds) over or in addition to Tormod's Crypt. 1xGhost Quarter/Field of Ruin will throw a wrench in Tron. 1xBuried Ruin will bring back destroyed Coils, which will probably useful sometimes.

Tutors: Another tutor to help you get Harmless Offering might be good - Dimir Machinations seems to fit the bill. Mastermind's Acquisition might also be a good idea. With no CMC tutor requirements it's got broader applications and not revealing the tutored card is probably worth the extra 1CMC unless you're confident your opponent has no removal ready.

Other useful spells: I imagine something like Geth's Verdict would be good in your sideboard against Indestructible/Hexproof threats that slip past your Divests. Dash Hopes - not really very good, but it seems somewhat relevant to your game-plan.

Ashmouth Hound seems like the least-essential spell in the list. I'd cut that in favor of more tutors, removal, discard, etc. (or just to get the list down to 61). After that, I'm looking at Gnat Miser as the next card to cut. It's a cool card, but only great against certain decks - blue control would suffer, while green ramp might not even notice it.

kamarupa on blue draw/mil deck

6 days ago

I think if you are going to draw a lot of cards, you're going to need more mana. I think Kiora's Follower is probably about as good as you can get playing budget Simic. I suggest running 6 or more mana dorks.

A few spells to consider:

Unblockable: Invisible Stalker, Silhana Ledgewalker

Mill: Jace's Erasure, Tome Scour, Manic Scribe, Hedron Crab

Draw Card/Tutor: Harmonize, Temple Bell

Removal: Imprisoned in the Moon, Pongify, Beast Within, Lignify

Land: Reliquary Tower, Buried Ruin

Non-Combat Damage: Throne of the God-Pharaoh

TheGeneralAdvisor on Gobo-Focused Krenko

1 week ago

Skullion123 thanks for taking a look. You mentioned prices a few times, and that’s not much of an issue for me at this time since I own all the cards in the deck already. If I needed to add Mana Crypt or Gauntlet of Might that could be an issue but as it stands now the deck has been solid.

Chaos Warp is already in the deck. I’m not that bad at mono-red!

Don’t diss mah Scrying Sheets! Card advantage is something this deck struggles with, and any way to filter land or Coldsteel Heart off the top is something to be considered. If it didn’t break my own personal rule of fetches outside of color identity, I would add all the fetchlands for mountains I could run just to thin the deck out that much. Sheets is a small margin, but it’s a margin between a win and a loss.

I love Goblin Recruiter. I’m not sure why I haven’t picked one up but it should definitely be in here. I also like Shared Animosity so I’ll pick that up too.

Grenzo is so sweet. You just have to play with him to know just how awesome he is. No he’s not themed besides being a gobo, but his abilities are tits and very relevant in cEDH.

Speaking of cEDH, I find myself against a lot of blue which is why I run pyro/REB. They’re discard fodder for faithless looting or cathartic reunion when I don’t need them and they’re clutch against Cyclonic Rift.

Hellraiser Goblin’s forced attack ability has never been an issue really. I love to beat face and typically don’t care if a bunch of gobo dorks die.

I was actually considering adding another 3 drop mana rock because of krenko’s cost after taxing. He is heavily targeted and if I can’t get him to stick, it’s tough in the long run to ramp back into 8 and 10. This is also the reason for 36 lands; otherwise I would probably run 33-34.

Buried Ruin is just a random good utility land. It could probably be a mountain instead (buffing that scrying sheets!) but getting a Lightning Greaves back when I need it is pretty great.

Skullion123 on Gobo-Focused Krenko

1 week ago

Add:

  • Burn at the Stake: Great win condition for decks where you have boatloads of creatures.

  • Blasphemous Act: Boardwipe for if things get out of hand.

  • Goblin Recruiter: Great tutor for goblin decks.

  • Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.

  • Shared Animosity: Another great way to win games.

  • Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.

  • Chaos Warp: Arguably the best red single-target removal spell in the game.

  • Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.

  • Goblin War Strike: Win condition for some games.

  • Ogre Battledriver: Haste enabler that also buffs your creatures.

  • Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.

  • Massive Raid: Targeted creature or player removal.

  • Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.

Drop:

  • Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.

  • Beetleback Chief: Same reason as Mogg War Marshal.

  • Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.

  • Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.

  • Buried Ruin: You don't have enough important artifacts for this to be necessary.

  • Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.

  • Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.

  • Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.

  • Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.

  • Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.

  • Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.

  • Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.

  • Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.

  • Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.

Metachemist on $10 Blue Artifact Storm

1 week ago

What about a play set of Buried Ruin in case someone sneaks in an untimely artifact kill on the Aetherflux Reservoir?

Metachemist on I AM THE LAW!

2 weeks ago

Seems like the deck could benefit from an Aetherflux Reservoir and Buried Ruin as some alt-win conditions. You're already generating life like crazy, might as well use it to kill your opponents as well.

kamarupa on Selesnya Lifegain

3 weeks ago

Some spells maybe worth considering: Congregate, Commune with the Gods, Buried Ruin, Scavenger Grounds

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