Cosi's Ravager

Legality

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

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth (DDI) Common
Worldwake (WWK) Common

Combos Browse all

Cosi's Ravager

Creature — Elemental

Landfall — Whenever a land enters the battlefield under your control, you may have Cosi's Ravager deal 1 damage to target player.

Cosi's Ravager Discussion

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

1 month ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

elgosu1337 on Primal Beyond: 5-Color Lands feat. Elementals

1 year ago

Hey AdmiralFisticuffs! I really like the idea of what you're trying here, since so many of the lands matter creatures are Elementals, and Horde of Notions is just so cool with its ability. I was slightly disappointed not to see Primal Beyond in the deck given the title. Cavern of Souls could be helpful if you're expecting counterspells. You should probably cut Tabernacle for a more casual meta. You need more extra land play cards if you are playing so many lands, like Wayward Swordtooth, Mina and Denn, Wildborn, and Storm Cauldron.

Hedron Crab and Mesmeric Orb could help you fill your graveyard, and also mill opponents out for a win. Retreat to Hagra and Ob Nixilis, the Fallen can burn your opponents. Cosi's Ravager does the same but is an Elemental. Liege of the Tangle, Embodiment of Fury, and Embodiment of Insight can animate your lands to attack, and since they become Elementals Coat of Arms, Door of Destinies, and Shared Animosity make them really big.

Funkydiscogod on Majestic Landfall (Done)

2 years ago

I think you need 4 Retreat to Coralhelm, since that's the real piece of the combo that doesn't have a duplicate. Tideforce Elemental, I think is the closest one, but then you would need a ton of blue mana, and the elemental would have to stay on the battlefield for a turn.

Maybe Skyshroud Ranger could add some redundancy to your combo, since it does the same thing as the snake scout.

Also, I didn't realize they printed Tunneling Geopede, which completely replaces Cosi's Ravager, so is an automatic 4-of.

I imagine the nut draw something like this:

Turn 1: Land, Sakura-Tribe Scout

Turn 2: Land, tap scout to get a third land Retreat to Coralhelm

Turn 3: Play Tunneling Geopede, tap scout to put Gruul Turf into play, and have it bounce itself. Retreat to Coralhelm untaps the scout, who repeats this process until Geopede kills the opponent.

I love this deck idea. I think you don't need those planeswalkers, or any of your instants or your elf ally, but I'm not sure what other cards would support your strategy.

Funkydiscogod on Majestic Landfall (Done)

2 years ago

I think use Sakura-Tribe Scout instead of Walking Atlas.

Also, I think all of your infinite combo pieces should be 4-of. Perhaps Cosi's Ravager, so you don't run into the problem with summoning sickness, and allowing you to kill your opponent instantly.

Kovukono on Omnath EDH

3 years ago

Since you commented on my deck:

Ultimately though, your deck seems to have no real gameplan. It mostly seems like you've just thrown together the cards that you own. The one I'm proposing is based around getting the most out of your commander's abilities. Really though, even if you choose to go another way, you want to make sure your cards are synergistic. I'd advise against cards you essentially need to pay for twice, such as Megamorph or paying mana for Landfall effects, unless those effects are going to greatly get you something you need.

MsSysbit on

3 years ago

The Gitrog Monster, Life from the Loam, Akoum Hellkite, Cosi's Ravager, and Omnath, Locus of Rage fit here sooooo well. Cool deck. Nice to see original ideas! Btw Diabolic Tutor is a very low price tutor if ya need another!

Foxtober on Omnath Landfall Shenanigans

3 years ago

Tunneling Geopede would be an easy upgrade to Cosi's Ravager. Landfall looks really fun, I'm going to give it a try with Mina and Denn, Wildborn.

sttmccln on Shuffling Doom

3 years ago

Looks fun, but try removing Cosi's Ravager, as you are not playing any fetches. Also, try adding in Thada Adel, Acquisitor. If you want to shave down a bit, try looking at the cards you only have one of and determine whether or not they are absolutely necessary. You might also consider removing a color. Cool idea though.

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