Cinder Barrens

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Rivals of Ixalan (RIX) Common
Commander 2017 (C17) Uncommon
Hour of Devastation (HOU) Common
Amonkhet (AKH) Common
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

Cinder Barrens

Land

Cinder Barrens enters the battlefield tapped.

: Gain or .

Cinder Barrens Discussion

cows5467 on Xantcha, Agent of Mayhem

3 months ago

I don't think it's ever worth it to run Rakdos Guildgate or Cinder Barrens or Urborg Volcano especially since you already have plenty of other better dual lands in the deck. Honestly it's better to even just have basic lands in their place.

triproberts12 on Temple of the False God ...

4 months ago

cdkime, those are good points. In response:

  1. It's true that new players tend to do that. I'm a very Johnny player and enjoy researching, buying, and trading for singles that make my deck tick, but some people just like to play the cards they have. It never had to be that way with Temple, though. Until it found its way into every Commander product, it had only ever been printed in Scourge. If Wizards was going to let lands from Onslaught Block like fetchlands remain inaccessible to newer players, I don't see a reason they had to put a new supply of Temples out there.

  2. I agree wholeheartedly. I do think that the Bouncelands are good if you have a casual meta, though. They line up horribly against Blood Moon and Strip Mine , but for budget 3-color decks, I think they're a good way to avoid missing land drops in the mid-game. For example, I put them in my dollar Shu Yun, the Silent Tempest deck.

  3. This one, I have an issue with. I think Temple is worse than a basic land in the vast majority of decks. Fetches and shocks are a manner of fixing, rather than power. Whether you have to fill out your manabase with Cinder Barrens or not shouldn't have bearing over whether or not your deck should be running Temple. If anything, colorless utility lands lose value if you have to run more tapped duals to fix your mana as a result.

  4. I agree entirely, and that's why I think it's so damaging to put Temple in precons. If a new player sees an Ancient Tomb across the table and goes looking for a budget alternative, they'll have to weigh what to cut, and what benefits from the inclusion, which is the right way to evaluate cards.

xaarvaxus on Dragon's Are the Best

5 months ago

There are some cards that came with the commander deck that I'm not sure why you aren't using [which I am assuming you have since many of the cards linked show the commander 2017 set symbol]:

Path of Ancestry While this comes into play tapped, so don't a ton of the lands you are using. It still produces any color even if you don't use it on a dragon, you just don't get the scry.

Sol Ring This has a good case as the best card in commander. While it doesn't help cast your commander, it does get Explosive Vegetation or Circuitous Route cast on turn 2. Kodama's Reach and Cultivate would be great includes here as well [both also came with the deck]. Green is played for this kind of ramp.

Sunscorch Regent You wouldn't want these abilities on your commander? Or have it on the battlefield attacking next to it?

Crux of Fate is a one sided board wipe for you.

Coupled with Hellkite Charger Savage Ventmaw gives you back most of the mana you need to pay for another attack phase.

And that is a pretty wonky mana chart... while not in the pre-con, Exotic Orchard should always produce something you can use. Any of the taplands like Cinder Barrens could become the appropriate guildgate and then you could go for a Maze's End win as a back up in case you find yourself locked out of attacking. Add Crop Rotation to fetch Maze's End and use the Maze to fetch guildgates.

FenrisBurgess on Mogis, God of Hate

6 months ago

Curious as to why you have Trial of Zeal without a cartouche. I also don't see it being useful as it's a -drop enchantment that only does 3 damage, whereas a Lightning Bolt has the same effect for less. Now you may not want a lightning bolt specifically, so here's a link to that looks for cards with bolt in the name.

Raiders' Spoils is also questionable because I see you control a total of four warriors, meaning this cards second effect is almost entirely useless unless you can manage to get one of these four onto the battlefield and manage to do combat damage. Only two warriors have afflict, so I don't see this being entirely useful to you.

  • I don't see how Blood Moon helps you.

  • You have quite a few cards in here that force you to sacrifice a creature along with your opponent's. This can be good if you have nothing on the field, but is detrimental to you if you do, and you have almost no graveyard retrieval.

  • On top of this, a lot of cards do damage to you as a result of their effects. Heartless Hidetsugu, for example, takes away half your health along with your opponent, and with your deck which relies on damaging yourself in order to get some semblance of card advantage, you're putting them ahead.

  • This deck is countered by:

  • Discard
  • Mill (obviously)
  • Burn
  • Itself

  • I think you're going for an aggro-burn deck, but you also want it to be sacrifice-control deck. You gotta choose one.

  • The losing one life for card advantage is fine, but most of your cards for that have circumstantial effects, like Asylum Visitor. It's unlikely someone is going to run out of cards in their hand often unless you're running a discard deck or they're playing low cost cards only.
  • Try to pick a specific type of creature you want your deck based around. It allows you to boost that type of creature more effectively, and there are some card effects that only work if you have certain creature types. You might want to try demons.
  • Your land is fine. I recommend Cinder Barrens for another special land.
  • Your deck could benefit from more artifacts.
  • Definitely needs more work.

DrowZgam3r on

7 months ago

I actually made a deck pretty similar to this one. Her it is if you want to check it out: Mogis the hate god

what I found out through play testing is that creatures more or less suck for group slug strategies. There are plenty of really good creatures that fit this deck such as Zo-Zu the Punisher however I've found that if you relly too much on your creatures for incremental damage they are too susceptible to removal and board wipes.

In your case I believe you can safely get rid of any creature that produces mana. In most edh deck you only need about 10ish mana rocks and right now you have 11 as regular artifacts so I think your ramp will be fine.

Besides ramping creatures I believe that cutting these cards would also be advantageous:

With all those cards cut I'd then start putting in more group slug type enchantments. The reason I like these enchantments more is because unlike creatures, most board wipes dont hit them and most people dont have a ton of enchantment removal. There are tons of these group slug type cards so I'm not going to say which ones would be best for your deck because most of them would work. But I like these ones:

I would also just reconsider these cards, I haven't personally played them so I can't be certain of how strong they are, but they dont seem to quite fit the deck.

  • Cruel Reality It seems tempting but it only targets one opponent and is super expensive. I don't believe its worth its cost
  • Browbeat I would personally rather have guaranteed card draw, try Ancient Craving instead
  • Mana Geyser lots of mana, but what are you spending it on? if you had more X costing spells then it may be worth it but for now think of how bad of a top deck this would be with no cards in hand.

And of course I would strongly recommend running some dual lands to help smooth out your mana consistency. Here are some of the really budget ones:

You have a strong core here once again but I just feel that some of your card slots could be better spent. Hope all this helps

xhuggels on Coming of the Pirates

7 months ago

Fatal Push, Cinder Barrens and Submerged Boneyard isnt standard anymore. Otherwise it looks fine. Gj!

Melchezedek on Ajani's Angel

9 months ago

One of the things you might look at is the use of some NON-Basic Land cards that are B/W and when tapped you gain 1 Life, like Crypt of the Eternals. In addition other Non-Basic Land cards that are W/(U/G/R) and B/(U/G/R) like Cinder Barrens and Clifftop Retreat also open up the possibility of expanding your deck to include multi-colored cards or in this case Red cards if desired.

Also you might consider adding Regal Bloodlord to your deck to work in concert with Ajani's Pridemate and Diamond Mare. These are also aided by Crypt of the Eternals as discussed above. Also if you decide replace some the Basic Land cards with Non-Basic Land cards, take a look at Sunscorched Desert for possible inclusion.

I also have thought of building a LifeGain deck built around Felidar Sovereign for Modern. +40 life is a hard number to get, but building the deck would be fun, irrespective of its playability.

These suggestions may not be exactly what you're looking for, but I hope I've given you some food for thought.

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Cinder Barrens occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.02%

Rakdos: 0.41%