|Commander / EDH||Legal|
Printings View all
|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
: Gain .
, : Sacrifice Buried Ruin: Return target artifact from your graveyard to your hand.
Price & Acquistion Set Price Alerts
Buried Ruin Discussion
5 days ago
I would recommend removing all your creatures Jhoira's Familiar, Goblin Welder, Etherium Sculptor, and Foundry Inspector. You should also add more of all said creatures. I would take out Akroma's Memorial, Act of Treason, and Tectonic Instability. For lands, I would add Inventors' Fair, and Buried Ruin. Also Strip Mine and Wasteland is always good. I would recommend having a better counter spell than Essence Scatter, but I don't know what format your in, so i'll just suggest the best ones. Force of Will is very good, and so is Mana Drain. Overall, I would add White, and define a win con.
1 week ago
Batterskull is the most powerful living weapon.
Blackblade Reforged offers a P/T boost that scales with the game and can enable Balan to one-shot.
Hammer of Nazahn provides indestructible and auto-equipping.
Inquisitor's Flail stacks with Balan's double strike.
Sword of Fire and Ice is the best Mirran Sword and is worth acquiring a copy. P/T boost, hard card draw, damage, and protections can't be beat.
Sword of the Animist is a tutorable land ramp engine.
Expedition Map tutors for one of your utility lands.
Austere Command and Cleansing Nova are excellent options for sweepers. Using artifact sweepers in an Equipment deck may seem counterproductive, but it's necessary to keep your opponents' own artifact shenanigans in check. Spot removal can only do so much against multiple players.
Remember the Fallen is a great recursion spell.
Buried Ruin is artifact recursion that only takes up a land slot.
Kor Haven is an effective threat deterrent.
Mikokoro, Center of the Sea is a cheap card draw engine.
1 week ago
So, landwise I do not like the Valakut, and would recommend either Haven of the Spirit Dragon, Flamekin Village or an Utility land like Buried Ruin. Also not a fan of Brave the Sands and Dowsing Dagger. just too cute for me. Still a fan of Scroll Rack when you play Land Tax though :)
Creaturewise I think Dragonmaster Outcast is just too low impact, also Moonveil Dragon and Skyship Stalker are a bit weak. Even though Dragonspeaker Outcast provides great ramp I am struggling with that one. There are a few dragons which merit further exploration I think, but can depend on what you are facing.
Thunderbreak Regent (A rattlesnake and nicely costed)
Thundermaw Hellkite (can clear the way for your non-trampling attack)
Scourge of the Throne (it is perfectly easy to get an additional attack out of this at least once)
Rimescale Dragon (would require moving to snow lands, a bit clunky manawise)
Kilnmouth Dragon (good utility dragon, but with the nr. of dragons you are running may be awkward)
Hellkite Charger (additional attacks? would pair nicely with neheb :)
Flameblast Dragon (no need to hit a player to dish out damage)
Wardscale Dragon (defense during your attack)
Nesting Dragon (The egg tokens are a good thing against board wipes)
Some Card Draw Dragons
Hoarding Dragon (Without the ability to misuse the ability may be a bit weak)
Eternal Dragon (more slow moving)
Dream Pillager (good effect, setup to high maybe)
Skyline Despot (well draws at least one cards and monarch makes stuff move)
Runehorn Hellkite (this one I really like. Usable EOT before you have your turn makes this really good)
2 weeks ago
I see you've got a Crucible of Worlds handy so you can reuse the lands you sacrifice, like Wasteland and Buried Ruin, but you could add so much more potential to that combo by also throwing in Arid Mesa, Flooded Strand, Marsh Flats, and Windswept Heath. Having these lands (even in a mono-colored deck) is like having four lands that each take up two slots in your library, meaning you'll have a better chance to draw the lands you need when you need them. And here's the best part: If you happen to have your Crucible of Worlds in play by the time any of these bad boys hit the graveyard, you'll have a guaranteed one mana per turn; not having to worry about having enough lands is so worth it.
2 weeks ago
You've got a lot of stuff here helping you pump up your mana base, but have you considered throwing in a Crucible of Worlds?
Right now you've got Arid Mesa, Buried Ruin, Flooded Strand, Ghost Quarter, Inventors' Fair, Kjeldoran Outpost, Marsh Flats, Wasteland, and Windswept Heath. That's nine lands that all have the potential for you to sacrifice them and Crucible would allow you to continually reuse them!
Another suggestion might be Extraplanar Lens, but you've only got 12 Plains to work with, and you run the risk of doubling an opponent's mana more often than your own if they're also running white. The best way to solve this, if you do decide take this route, would be to definitely have Crucible of Worlds so you can reuse your fetch lands to grab those basic Plains wherever they might be in your deck, and also to replace your regular Plains with Snow-Covered Plains so your opponents don't benefit from the mana-doubling effect!
2 weeks ago
Here is some of my favorite cards in my Darien deck:
Jinxed Choker, does not look like a threat at first but when it gets around 8-10 counters people start to worry.
Mask of Memory can draw you a lot of cards + if you have Land Tax, it can turn lands into pure gas.
Secure the Wastes can win you the game out of nowhere.
Luminarch Ascension is a power house and puts your oppenents in a strange spot with Darien out, "to attack or not to attack".
Oketra the True is a very good plan B commander when Darien is either removed or not working.
Hour of Revelation is a must.
Buried Ruin, Isolated Watchtower, Scavenger Grounds and Shefet Dunes are some great utility lands, worth trying.
I've played my paper Darien deck for a year, at my local store an in my playgroups. He is too much fun!
2 weeks ago
Looks pretty good.
A few thoughts on updating it:
Swap out Diabolic Tutor for Mastermind's Acquisition.
I almost always run 1-2xBojuka Bog/Scavenger Grounds in pretty much all my decks; since you're filling up your opponent's graveyards, it's probably an extra good idea here. At 23 lands, if you ran 1x, you could swap it out for Haunting Echoes if you're worried about those cards conflicting - I think your mana-base would still be stable. 1xBuried Ruin might also be useful. Other less-great lands worth a second of consideration: Cabal Stronghold and Mortuary Mire.
I think 16 creatures tends to be a little inconsistent, regularly seeing games in which only 1-3 creatures ever hit the battlefield. (a problem for Infect decks) I see value in good blockers, but I also think added removal/discard spells may be just as effective. For example, Wrench Mind or even Dimir Machinations may prove a better spell than Black Cat.
2 weeks ago
You probs want to consider these land options as well to hedge some bets (though most of em will mean you’ll be wanting 22-24 lands total)