Conduit of Ruin

Conduit of Ruin

Creature — Eldrazi

When you cast Conduit of Ruin, you may search your library for a colorless creature card with converted mana cost 7 or greater, reveal it, then shuffle your library and put that card on top of it.

The first creature spell you cast each turn costs less to cast.

Browse Alters View at Gatherer


Have (2) metalmagic , Azdranax
Want (1) sedhyran72

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Conduit of Ruin Discussion

Sultai_Sir on Her Royal Fluffness

4 weeks ago

Hey man, love the deck! Here's a couple of card suggestions, if you can find the room:

Bellowing Tanglewurm: Makes all your creatures harder to block, and he's only 25 cents!

Conduit of Ruin: Gives your first creature an even bigger discount, and can find a vital finishing card, like End-Raze Forerunners or Siege Behemoth.

Regal Force: With Her Royal Fluffiness out, this is the same price as a Shamanic Revelation with a body to sweeten the deal!

Hope this helps, and as always, Happy Tapping!

multimedia on Eldrazi Deck Thing

1 month ago

Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.

Some staple cards within the budget for five colors to consider adding:

Some cards that would go well with your version:

31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.

The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.

The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.

You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.

I offer more help for the manabase. Would you like more help? Good luck with your deck.

Omniscience_is_life on How would you build Rakdos …

2 months ago

Seems like a super fun deck idea, my only contributions/suggestions would be to add a extra few cost-reduction effects, as nothing would be worse than someone countering your commander and then just having a Metalwork Colossus and an Ulamog, the Ceaseless Hunger trapped in your hand forever. Maybe add Jhoira's Familiar/Cloud Key/Foundry Inspector.

and just some good value cards could be Conduit of Ruin, Eye of Ugin, Molten Nursery/Nettle Drone (those ones would be super good!), Mystic Forge, Sanctum of Ugin and Shrine of the Forsaken Gods. Good luck!

DeinoStinkus on Thrun, the Last Troll

3 months ago

Void Winnower and Conduit of Ruin to support your Eldrazi theme.

LittleBlueHero on Hayabusa Deck - Dragon Ninja ***

4 months ago

You can cut Keeper of Keys since most of your stuff is already unblockable or hard to block anyway and you don't need monarch to draw cards that badly. Cut Gingerbrute because... its just not that good here? Again you have better unblockable creatures that don't make you pay. And I would lose Conduit of Ruin for right now because it has only two targets. If you were full of eldrazi it would make sense but right now it can only hit Void Winnower and Meteor Golem.

Later on if you add more eldrazi like ulamog, or even some of the high CMC uncommon ones this could go back in.

Blessing of Leeches could go you are right. Its ok protection but there are cards that protect it better without costing you like like we talked about in your yennet deck.

You know me I still don't think 33 land is enough especially running 9 rampish cards... I would use some cuts to a

CannedCanOpener on Existential Dread

4 months ago

redbarron12 I've thought about that, but two things keep me from cutting it. For one, as an Eldrazi deck the primary goal is beating people down, be it either commander damage or a lot of big attackers (especially if you attach it to something like Ulamog, the Ceaseless Hunger and start dealing heavy damage to their library as well). Secondly, it's got some synergy outside big beaters: attach it to something like Breaker of Armies if you want to make sure your other creatures can consistently hit face, Conduit of Ruin if you want to rack up that creature discount, Geode Golem if you want to keep some around for easy commander casting, Platinum Angel to make sure you can keep the Angel's advantage, or Thought-Knot Seer to be able to check and limit players' hands each turn. Naturally, the primary aspect is to get big oppressive beaters since that's the core of the deck, but it's got some more-synergistic uses as well. I do appreciate the input though, and if you have anything you'd suggest either in its place or in addition I'm always open to input!

DadHumanPraetor on Iroas EDH - Attack!

5 months ago

You have Aurelia, the Warleader so including Helm of the Host for unlimited combat steps seems good, Godo, Bandit Warlord in for the same effect, he can fetch the Helm and if your Commander is out he doesnt take damage, so you end up with unlimited Godos and unlimited combats. I also include a Kiki-Jiki, Mirror Breaker line with Village Bell-Ringer and Zealous Conscripts since they also win outright, but can still be useful draws. I like Silverwing Squadron to populate the field and I also like Fires of Invention and Conduit of Ruin more than mana rocks. Probably Winds of Abandon over Swords to Plowshares since you are teying to win with combat. I like this commander a lot and your deck has some cards that I think are upgrades to some of the cmc slots I have assigned in mine. I find that Iroas falls behind sometimes and including combo lines improves viability against archetypes that have an edge.

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