Field of Ruin

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Related Questions

Field of Ruin

Land

: Add to your mana pool.

, , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches his or her library for a basic land card, puts it onto the battlefield, then shuffles his or her library.

Browse Alters

Price & Acquistion Set Price Alerts

XLN

Ebay

Recent Decks

Load more

Field of Ruin Discussion

frogkill45 on Turbo Mill U/B/x

2 days ago

I've actually taken out Ghost Quarter for the new Field of Ruin which oddly forces them to search it's not a may ability. So yea now I have to pay for the effect at least I get the search trigger and replace my land. Also triggers Crab landfall.

Spellskite isn't a bad choice but also something like Defense Grid is also helpful in the control matches. I've seen so many counter spells come in on game 2 and 3 really thought about putting them in. Spellskite is a great blocker for aggro matches but I might rather have something like fog bank with the way my meta is heavy 5c humans, tron, burn, and control. With occasional ponza, and counter company decks.

TheSurgeon on Modern Mill

3 days ago

Effective, I can't and won't deny. I feel like your strategy relies too heavily on cards like Fraying Sanity and Mesmeric Orb. Only because it feels that, without Snapcaster Mage to help retrieve lost/cast spells, and Twincast (great with Isochron Scepter, btw) to maximize your hand plays since you'll be losing spells through Orb, your hurting yourself.

I would only stubbornly insist on Field of Ruin in place of Ghost Quarter, for a few reasons:
1. First off, it guarantees an Archive Trap freebie. (mmmm)
2. While it ramps everyone, it'll trigger your crab again, and doesn't leave you a land short like Quarter does.

I would perhaps drop Mind Funeral for Breaking. It'll give you a guaranteed 8 cards for one less mana, and one less permanent for the Orbs to nom from your library.

This is just advice of course. Nice to see a put together mill deck without too much jank. :-) Just feels that it takes away from you, more than it should, or has to.

2x Shelldock Isle is too many, IMO. It's slow, and if you get your opponent to less than 20 cards in Library, you just gotta clean up (what.. 1 spell? Oooooooo). I cant find a reason to justify 2 when ultimately it slows down the deck.

Coupla questions if u don't mind: Do you ever think you need counter; and What seems to be the chink in the armor for it?

ArcticJohn on ChildEater.co

4 days ago

hi there, i also have been trying out the deck, i made a couple changes mainboard, i reduced Ruthless Knave to 3 and added another Yahenni, Undying Partisan, and -1 Field of Ruin and -1 Swamp and added 2 Scavenger Grounds.

Sideboard also made some changes but the core is mostly the same.

Have you tried it in any tournament? I only go to playtest it in a couple of games.

KazicGreyhelm on Budget U/B control - Ixalan

5 days ago

I have many things to say about this.

First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.

Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.

Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.

Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.

Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.

Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.

I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.

Nethereon on Rats and their Patron: 1st Budget Build

6 days ago

Concise list of considerations:

-/+ Dump Mind Twist and add Torment of Hailfire HOLY CRAP, do I love this card. It gets around so many things plus it hits every opponent.

Let's talk about your mana base for a second...

Thirty two lands? Even for a very cavalier spell slinger deck, that is a very low amount to play. I play a Shu Yun, the Silent Tempest deck on 36 and struggle some times to reach a critical mass of mana/spells. Don't fall into the trap of "I'll cut a land for this cheap spell; it'll be fine." Again, math and probability will not be on your side in the late game, not unless you're willing to invest in Nykthos, Shrine to Nyx or Cabal Coffers. An alternative might be to run Crypt of Agadeem but it's really no substitute for those lands.

Lastly, jam a Bojuka Bog or a Scavenger Grounds or both in there for graveyard hate, along with your choice of Strip Mine, Ghost Quarter, and/or Field of Ruin because if you can't have your Crypt or Coffers, why should they?

Hope this helps, good luck!

Argy on Dirty Energy

6 days ago

Pieguy396 yup, considered it.

It is almost a must add in any deck I run that has

It doesn't work well in this deck as it reduces the amount of targets I have for Evolving Wilds and Field of Ruin.

The 1 ping doesn't seem like much, but sometimes I lose JUST to Sacred Cat.

Dergam on Holy Crab! Where Did Your Deck Go?

1 week ago

I suggest you add 2 Field of Ruin . It obbligates your opponent to search his library.

Spazik008 on Jeb Bush

1 week ago

Not sure on Fetid Pools since we're going from untapped to tapped. Field of Ruin intrigues me though, people won't be expecting a color check in Standard.

Load more