Dwarven Ruins

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Masters Edition II (ME2) Uncommon
Beatdown Box Set (BTD) Uncommon
Classic Sixth Edition (6ED) Uncommon
Fifth Edition (5ED) Uncommon
Fallen Empires (FEM) Uncommon

Combos Browse all

Dwarven Ruins

Land

Dwarven Ruins enters the battlefield tapped.

: Add to your mana pool.

, Sacrifice Dwarven Ruins: Add to your mana pool.

Set Price Alerts

Dwarven Ruins Discussion

mariowen on [cEDH] Krenko Combo [Primer]

3 weeks ago

SamsWrath thanks for your deck advice! Mox Opal is going in as soon as I have enough spare cash. At the moment it doesn’t benefit to remove Gauntlet of Power and Extraplanar Lens , but once I’ve included the artifact lands (for metalcraft) and some of the quick mana you have suggested, the benefits of those cards will be eroded sufficiently.

I will be keeping the ramp spells you suggest in mind. I am currently testing extra turn cards Last Chance and Final Fortune , and once I have decided if to keep them I will move on to those. What’s your thoughts on Treasonous Ogre to pay life for ramp?

I couldn’t warrant City of Traitors but Dwarven Ruins and Sandstone Needle are going in for sure. Crystal Vein I am going to pass on as I have never been left wanting more colourless as the deck has numerous ways of producing it.

Helm of Awakening would not work in my meta, the benefits given to the other players make it far too risky. Given this is a mono-coloured deck Ruby Medallion does the trick.

Torch Courier doesn’t give this deck enough benefit to earn a slot. I would typically play the haste card when I am all set to win. As this is targeted haste, the goblin army can’t swing out, requiring more pieces to win. Also, it doesn’t synergise with sacking Krenko back to the command zone and recasting with infinite mana.

Some great suggestions dude, thank you!

SamsWrath on [cEDH] Krenko Combo [Primer]

3 weeks ago

I know they're pet cards but, Extraplanar Lens and Gauntlet of Power are actually not very fast but rather, kind of clunky. I'd toss in Mox Opal and potentially more red ramp spells such as Lotus Petal , Simian Spirit Guide , Rite of Flame , Desperate Ritual , Pyretic Ritual and Seething Song .

Torch Courier is another good way to give Krenko haste and doubles as a body for Krenko if he doesn't need the haste.

Putting Krenko into play ASAP is the most important thing in this deck so you may want to consider these lands: Crystal Vein , City of Traitors , Dwarven Ruins and Sandstone Needle .

For all-around spell reduction Helm of Awakening is an excellent option!

If you add in more ramp I think you can reduce your total land count to 30-31 without issue.

SamsWrath on Jhoira Trinket Storm

1 month ago

You may be able to drop a few lands--especially if you add in the KCI combo. I tried to keep these suggestions as budget as possible but, a couple of them are in the $15-$20 range.

Some spells to consider:

Lands to Consaider:

deakmana on [cEDH] Krenko Combo

1 month ago

Like SamsWrath said above, needs room for the Mox Diamond :P I wouldn't touch the Iso Scepter combo with 10ft pole though.

I think Siege Gang should be pulled, he's bringing up the curve too much and not doing a lot. Wasteland should be swapped for Dwarven Ruins as its pretty narrow and too responsive.

I'd pull Defense Grid in favor of Expedition Map which can tutor up your Cavern of Souls. Defense Grid has a higher chance of being dropped, and then the next combo player will just win.

Dragon Fodder should %100 be Goblin Instigator. Gets you the same number of gobs but its reduceable via Warchief and is tutorable and copyable by Matron/Recruiter and Kiki. Then replace Krenko's Command with Goblin Chirurgeon. That'll lower the deck cmc, adds another combo enabler, and has some value for protecting Krenko.

I'd run Grafdigger's Cage over Stranglehold as you can drop it turn 1 and forget it, where Strangle competes for turn drop with Krenko. It's a nonbo with Moggcatcher, but that's about it.

Thorn of Amethyst might be worth it. Add to maybeboard?

I'd also just pull Hanweir Battlements. Its just so rare that you have Krenko mana + an open red source + this land untapped.

SamsWrath on [cEDH] Krenko Combo

1 month ago

Krenko is hard to tune for cEDH because at his best he's probably still a 2.5-tier commander. I play Krenko as my "fair" deck but, I have given some though into making him faster. One thing I'm 100% sure of is that outside of a turn 1 wheel that has tons of ramp and nets another wheel, I see no way to get a turn 1 win with Krenko. Below are some of the cards I've considered that you don't currently have in your list.

DiverDown on Tarmon Gai’don

2 months ago

Don't forget Blasphemous Act too! And if you use Crucible of Worlds you can make use out of lands like Sandstone Needle and Dwarven Ruins, although if you run those Amulet of Vigor might be a nice slot for taplands. Not sure if that's ideal though since I don't see a consistent way to get all of those on the board in mono-red exactly but who knows. It's something perhaps worth considering.

bryanedds on Godo x Zirilan

3 months ago

Replacing Strip Mine and Homeward Path for Dwarven Ruins and Crystal Vein might also make sense for Godo.

xen on Storming on the Seven Seas

3 months ago

great build! it looks great, i do feel its a bit overblown and that you could have the same consistency, and i feel some of your "response" cards are not really needed. mana drain for example could be replaced with a Misdirection as it works as great counter-counter magic.

also your mana base, cards like Saprazzan Skerry,Sandstone Needle,Svyelunite Temple, and Dwarven Ruins are great accelerators in addition to your standard sol lands.

the affinity artifact creatures also are good fuel. those, jhoira orMetalwork Colossus along side Energy Tap can give lots of mana for one blue. Repeal is good removal and can be one blue to draw two.

some of the $$ costly cards you have in this list are truly great, such as the wheel effects. but i do feel some of the cards are not doing their best work per slot they take up.

im working on a tight budget and so dont have access to the mana rocks or other more costly cards but do check out my list, im always down to see how and why other jhoira pilots use the list they do.

my list: https://tappedout.net/mtg-decks/05-07-18-jhoira-edh/

i have yet to use it, and it probs works better in a more kamikaze Cheerios build like mine but check out Drafna's Restoration

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Dwarven Ruins occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.05%