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 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

wallisface on Mindcrank Mill Combo

5 days ago

Some thoughts:

  • I don’t see the point of Etrata or Ob Nix, both don’t do anything till turn 5 and I feel like if the game’s gone that long you’re in a whole lot of trouble anyway (that these folks don’t save you from).

  • you should really be running full playsets of your combo pieces.

  • Flicker and Snag seem like terrible ways to protect your pieces. Snag at least has some offensive pressence, but I don’t think it’s worth it when you could have Fatal Push instead. If you’re targeting yourself with Snag you just lose too much tempo recasting the card. Flicker seems really bad as far as it requires you keeping 3 mana up at all times. Which means you can’t cast stuff, and lose. Just run something like Dive Down instead if you’re worried about killspells.

  • I’m not sure the Phantasm is worth it. You’ll be seldom milling enough to make it worth it (without also just winning the game outright from the combo). Feels like there are better things to run here, like Inquisition

  • get a few Buried Ruin to cope with artifact hate against the mindcrank

Inkmoth on Azusa, Always in a Rush

1 week ago

I love everything you've chosen to do with it. I do recommend Mindslaver and Buried Ruin , very easy to set up a pretty strong lock on a table that can usually end the game.

Farycane on ArtiFacts of Life and Death

1 week ago

Okay I get the point :) Didn't know you really want to win only through combat damage :P Greaves and Boots also have the benefit of giving haste, which synergizes with the combat plan. Verdurous Gearhulk done lots of work, even in decks that only have +1/+1 theme and no counters. I don't know exactly if there are that many lands in this colors

Llanowar Wastes comes untap, is under 2 bucks i think and can make both colors if needed.

Woodland Cemetery Very often Untapped Dual

Buried Ruin should be cheap too, untapped, can get back a card

Twilight Mire don't know how much $ but kind of untapped that can (95%+) make both colors :) and even make green into blackblack

Blooming Marsh most times tapland but better than Guildgate

Inventors' Fair not sure if it is expensive now, but maybe is. So on the Land side there are really some cards that aren't expensive and better than E-Wilds/ T-Expanse I'm not sure why Cranial Plating is too Voltron, since you want to win through combat damage, you just can insta equip it to other creatures than Glissa, making it really good. I understand that spending much on single cards may not worth it. Thats fine :)

PS: I did read the Sorcerers Wand wrong, it doesn't even allow to ping creatures :( sorry for that

Keep going with making decks! :)

wallisface on U Ballista Control

1 week ago

Some thoughts

  • vial seems really clumbsy. There’s only 8 creatures you can use it for (can’t vial ballista), and even then these creatures have different cmcs, making it awkward. I get you’re trying to be able to sneak out tbe pili so summoning sickness is less of an issue, but you’re built as a control deck so it really shouldn’t matter. Ditch the vials.

  • Control decks typically have more lands, and more control-elements. You’re wanting the game to go long so that you can effectively remove all threats and wait for your wincon. This is a bit troublesome as your current wincon has 12 cards, which makes it much harder for you to keep control of the game (every non-control piece you draw brings your opponent closer to winning). You need 24-26 lands imo.

  • Your wincon relies on drawing 3 specific cards. If any of the playsets of these cards are in the bottom half of your deck you lose (you won’t get down that far), which is about 19% of the time. And that’s assuming you can still get through the first half of your deck, which will involve 23 draws/scrys- a huge ask!

So all this sounds a bit grim... 3 piece combos are hard to begin with, and i’m not sure you’re fielding the search tools to get it together quickly or reliably enough. Your control shell is also lacking enough ompf to actually control the game. What I would be doing is one of these options:

1) make the deck a proper UW control deck, board-wipes and all. Drop down to only 1-each of Ballista and Pili, but have cards like Inventors' Fair to tutor for them at your leisure when the fame’s good-as-won, and maybe a few copies of Buried Ruin in case they end up in the yard.

2) mono-blue-tron. This lets you run big stuff like Wurmcoil Engine and crazy blue spells to utterly disrupt and mess with your opponent. It also makes all your existing creatures useful on their own (architect will have more targets to ramp with, pili can get you extra blue in a pinch, ballista can easily be cast with 4+ counters). Imo this is the most practical path to go down.

3) robots. With cards like Steel Overseer , and a bunch of the other meaty-bois you see in typical affinity decks, you no longer rely on having to have the combo, and instead the combo becomes a sweet secondary wincon if the opponent can somehow wade through judgement-day. It allows a easy include of Whir of Invention , meaning you can probably get away with running just 2 pilis, cause you’ll be able to tutor him when you need him (you’ll also be able to inude the lands mentioned above)

Sorry if this all sounds like i’m doom-saying your original idea here, and hoping that some of what i’ve said helps make this deck awesome :)

mariowen on [cEDH] Krenko Combo

2 weeks ago

Hello fellow cEDH Krenko player, my deck for comparison is here: [cEDH] Krenko Combo [Primer].

How are you finding Lion's Eye Diamond and Lotus Petal ? I haven’t found good cuts for those yet.

My competitive playgroup necessitates Red Elemental Blast and Pyroblast . There is also a lot of interaction requiring me to run Buried Ruin and Goblin Welder as they will destroy a sack outlet on sight. Have you considered Inventors' Fair ?

TheCardPool on Bringing the Beats Old-School Style (Nikya EDH)

3 weeks ago

UPDATE #1

Out:

Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells  Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest

In:

Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian  Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity

My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.

Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.

Thoughts?

multimedia on Counter, my Counter!

3 weeks ago

Hey, to make your deck more competitive consider building around Darksteel Reactor , Magistrate's Scepter and Sage of Hours ? A strategy around Biovisionary is not worth it because it forces you to play a bunch of bad high mana cost cards to enable it.

What you want with Reactor/Scepter are cards that can untap Vorel to be able to use his ability more than one time a turn as well as other cards that interact with charge counters. You also want tutors for artifacts. With Sage you need to get a counter on him either with graft (Frogling), moving a counter from one permanent to another (Conduit) or target him (Bioshift).

Cards to consider adding:

Another thing to consider is decreasing the avg. CMC of your deck. You can do this by cutting a lot of high mana cost cards especially creatures and enchantments for lower mana cost cards:

Many of these cards are budget and cards like Study are expensive price, but entirely worth it if you're trying to be more competitive. Toothy, Imaginary Friend is a good creature with counter strategies and all these draw spells especially repeatable ones such as Remora and Study can really pump it. Fauna can be a repeatable creature tutor which is very helpful when your budget can't afford all the expensive price tutors. When playing Toothy you want Reliquary Tower because Toothy can draw a lot of cards and you want to keep all those cards in your hand.

I offer more advice :) Good luck with your deck.

Forkbeard on Lyra Dawnbringer: Seek & Destroy

1 month ago

Thanks SomaCruz, lots of great suggestions here. I really wrestled with the angel decisions for this deck - there's so many amazing ones. I debated as to whether or not I should include each of the ones you've mentioned so I'll try to explain the 'why' behind my omissions.

Angel of Jubilation is excellent, love the casting cost and lord effect but she didn't make the cut because I need to be able to pay life for one of my win conditions, Aetherflux Reservoir . Angel of Condemnation and Angel of Sanctions are good removal options, but ultimately I decided that I'm running enough removal. I may revisit that line of thinking if it becomes a recurring problem, perhaps replace Angel of Serenity with one of these cheaper, less win-more options. Now having said that, looking at Admonition Angel again, yeah. That needs to be in here. You're also right about Angelic Skirmisher so I think I'll take that out and swap in Angelic Field Marshal , good call. Sunblast Angel is awesome and is indeed in here already. I thought about Karmic Guide and Dawnbreak Reclaimer as recursion options but I am actually comfortable with the current recursion amount ( Bruna, the Fading Light , Emeria Shepherd , Reya Dawnbringer , Defy Death , Buried Ruin & Emeria, The Sky Ruin ).

Dawn of Hope and Smothering Tithe make a lot of sense and should probably be in here, I'm just not certain what to cut for them yet. I'm luke warm on Geier Reach Sanitarium and Inventors' Fair in here but I see what you're getting at, likewise with Weathered Wayfarer & Expedition Map .

Thank you for the good ideas and let me know when/if you post your Lyra deck, I'd be keen to check it out.

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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%

U/R (Izzet): 0.74%