Foreboding Ruins

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Foreboding Ruins

Land

As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.

, Add or to your mana pool.

Price & Acquistion Set Price Alerts

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Foreboding Ruins Discussion

DrowZgam3r on Shaolin Form #2, Rakdos Burn Style Kung Fu

3 weeks 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

WhichKing on Xantcha Pass-the-Parcel

1 month ago

Yeap, Price of Progress is definitely worth it in EDH if you can build around it! Honestly your deck is dual-colour and there are no really colour-intensive mana costs in your deck, so I think you can actually cut most of your dual colour-producing lands. I would do the following: Cut Cinder Marsh, Foreboding Ruins, Lantern-Lit Graveyard, Rainbow Vale, Rakdos Carnarium. Replace them with basics Mountains and Swamps. This allows you to most effectively abuse Price of Progress. Oh yeah and before I forget you should run Anathemancer.

Havoc Festival is a hilarious card! In my experience people rarely try to target it as it hits everyone.

Lastly, I recommend that you find some way to squeeze in a few instant speed removal. I think Terminate, Hero's Downfall, Doom Blade, Murder, Chaos Warp are sufficient. You'll want some way to focus your resources against specific players, so that you won't be a "free" target. Instant speed removal will never die in your hand, you'll always have something you want to kill/threaten to be able to kill. I would consider cutting Nettling Curse, Custody Battle, Measure of Wickedness, Avarice Amulet, Harmless Offering.

K1ngMars on Shrek Fottimadre Jones

1 month ago

Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.

Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:

Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):

Nella sezione terre ti consiglio:

Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern, che è stata ristampata da poco ed è scesa.

eatmygender on

1 month ago

Although I do think you're on to something, some pure value cards can replace more expensive ones to put more space for dualies that won't enter tapped. A copy of Foreboding Ruins and Choked Estuary would cost only a few dollars, and getting some battle lands, and a cheap filter Graven Cairns, which is 2$ thanks to M25) would only make the deck better. It does suck that dual lands are so expensive that it makes most budget decks have to run mono-color, or worse, taplands, but I guess the price reflects the fact that everyone wants and needs them. I do think you should try and even out the pricing enough enough that the pricetag doesn't rest on 3-4 cards. I wish luck to you in your Allied-Colored Ixalan tribal endeavors!

_Kane_ on The Brown Spider

3 months ago

I cannot wait to see the chaos unfold!

Here are a few quick suggestions; take'em or leave'em:

Remove Foreboding Ruins to add Savage Lands I believe the "Have" land is worse than a Tri-land.

I think you can find better ramp in Cultivate by removing Search for Tomorrow.

Where is Windgrace's Judgment and Decimate! I know you want to give people toys, but having some answers may be needed. Maybe remove a couple enchantments like - Trespasser's Curse and/or Titania's Song

Card I love seeing in this deck: Swarmyard, Endless Whispers

Potential adds: Disrupt Decorum, Fumiko the Lowblood, Tempt with Vengeance?,

JohnnyBoyG on R/B Dragons

3 months ago

I'd definitely go up to 4 copies of Sarkhan, Fireblood. 6 mana on turn 4 wins you games. Glorybringer is a strong dragon that you should consider adding.

I'd cut Descent of the Dragons and Dragonmaster Outcast. Descent is only rarely good, since you're creatures will almost always be better than the 4/4s and your opponents will almost always be worse. I understand that Dragonmaster Outcast looks very powerful, but you don't start pumping out dragons until turn 8 or 9. Most games will be over by then. Also, your opponent will very likely kill it before then anyway.

Your manabase could be improved. Foreboding Ruins is a good dual you should run. Lavaclaw Reaches is probably better than your current etb tapped lands. You'll still want enough basics for Foreboding Ruins and Dragonskull Summit to be consistently active though.

PTsmitty on Upgrade Lands or SB for ...

3 months ago

I have about $150 I can use to upgrade my Modern Mardu deck. I was not sure if I should use it to upgrade my mana base, particularly 3x Blackcleave Cliffs, or work on my sideboard. A couple of sideboard cards I was thinking about were 2x Surgical Extraction, 2x Ensnaring Bridge, and 3x Leyline of the Void. I am kind of leaning towards the sideboard cards since I can use them in other decks, but I was not sure if my sideboard really needed to be changed all that much. The cliffs would allow for my mana to be more consistent because I have had a couple of situations where I have a Dragonskull Summit and Foreboding Ruins in my opening hand so I am cut off from any turn-1 plays. I just want to make sure I am not over valuing the Cliffs and wasting the money on them when I should be working on my sideboard. Any advice would be helpful. Thanks

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