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.
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Foreboding Ruins Discussion
6 days ago
Hey, bro. How're you doing?
Alright, you tagged this as competitive, so I'll do competitive criticism, ok? Nothing personal, but there's a lot to work here.
- You're running 24 lands. Ok, that's a good number for a 5-color control. But there are some lands in your deck that are good for nothing. I mean, how you plan actually getting value from City of Brass in a competitive metagame filled with aggro decks like Burn, Death's Shadow and Affinity? Second, what are the odds of cards like Foreboding Ruins or Fortified Village coming untapped? You'd probably be getting more results with Dragonskull Summit or Sunpetal Grove, or even shocklands like a extra Blood Crypt and a Temple Garden, since you'll only lose 2 life once.
- You have too many cards. In sideboard and mainboard. Like, you're playing 5-color control with creatures like Merieke Ri Berit and spells like Insidious Will, Dash Hopes and Anger of the Gods. The chance of getting the right mana for these are extremely unlikely, despite the fact that some of these cards are very bad (e.g. Merieke gets bolted, Dash Hopes hardly ever stops anything that really matters, Bloodhall Oooze takes a lifetime to be relevant, etc). You should trim it down to cards that are really game changing and not just cool cards you like.
- Focus. That really matters when you're building a control strategy. Sometimes we get so excited when deckbuilding that we end up forgetting about the part where we play the deck, and put up a lot of things that are counterparts. Like, Lingering Souls for instance, is an awesome powerful card, but it's awful in counterspell strategies, because it is a sorcery that leaves you tapped out on turn 3. For the same reason, using three copies of Tasigur, the Golden Fang in a deck that does not have any way to get cards into the graveyard is probably a horrible idea. He is good in late game, but he is even better on turn 2, after Thought Scouring yourself, and cracking two fetches. BAM! A 4/5 on the second turn that dodges Bolt and Push. Deal with it, midranges.
- Sideboard. Dude, Modern is The Sideboard Format. If your sideboard doesn't puts you back in track on game 2, then it's over. And your sideboard choices are a bit odd... I mean, in what matchup Cruel Ultimatum is particularly good? Royal Assassin... yes, it's fun and shit, but, how is he a better choice than more copies of Path to Exile or Abrupt Decay? Serum Visions is great, why not running it mainboard? Again, in what matchup they would actually help you more than others?
Now, into suggestions:
- Define a strategy. Decide how are you going to win and what cards you need to get there. You wanna go Tasigur? Go Tasigur, but give it consistency to be your beater and make sure he'll be protected. Wanna go damage? Go damage, get up to 4 Lightning Bolts, Lightning Helix, Electrolyze, some Snapcaster Mages and do damage to the face. Wanna go slow control? Go slow, get some Celestial Colonnade and/or Geist of Saint Traft, or even take down some colors and win solely with Cruel Ultimatum! But, damn man, choose something and do it. Don't try to do everything.
- Define colors. You don't wanna take down any? Ok, you can play 5-colors, just adjust the manabase. I, particularly, don't really like green in this build. Abrupt Decay and Scavenging Ooze sure are awesome, but they don't add up much to the masterplan.
- Understand your meta and set up your sideboard. Too much creatures? Ok, keep the Ghostly Prisons. Too much burn? Add more Leyline of Sanctity. Tron is a pain in the ass? Pithing Needle them into silence. Your sideboard is an essential part of your deck, and, obviously, it must only have 15 cards.
I know it's a lot, and please, don't think I'm trying to offend you in any way, but this comment is about improving your deckbuilding.Anyhow, keep it up and keep on playing. You're going a good way. If you need anything else, feel free to call me.
1 week ago
Well sure. You can have any magical christmas-land play with just about any deck.
Turn 1: Foreboding Ruins
Turn 2: Hanweir Battlements + Bloodrage Brawler, pitch Cut / Ribbons
Turn 3: Mountain + Neheb, the Worthy
Hit for 5 damage
Turn 4: Swamp + Bloodrage Brawler, pitch Ondu Champion, use Hanweir Battlements + to give Bloodrage Brawler Haste
1 card left in hand so all Minotaurs get +2/0
Hit for 18 damage
How often has that happened? Not once.
1 week ago
Going to say with my testing, Aggro Kills(or anyone who plays a creature on T1/2) us, also a lot of tap lands kill us as well. Here are some suggested "fixes"
For aggro, perhaps try removing both Sweltering Suns to SB for two Harsh Mentors as through my testing it gets them to at least not attack. Perhaps instead of that you can turn those 2 free slots to another Enigma Drake and another Fatal Push
as for the land situation, I'd like to suggest perhaps moving a few of the SOI lands out(Mainly Choked Estuary) or if you wish to keep the land the same, I prefer to have 1 more Foreboding Ruins instead of said Estuary.
Other than that the deck is slow as we all know and Lili is really helping so i'll see what we can take out for her to be in main.
4 weeks ago
I think the key to this deck being successful is to make sure you have some 4 of's. It will make your deck more consistent. Also 4 Fatal Push is almost mandatory for any deck running black. Unlicensed Disintegration is okay, but without artifacts it's not that great, so unless you are running more than 3 artifacts, I would replace them with something else. Transgress the Mind is strictly better than Lay Bare the Heart because it can get Aetherworks Marvel. I really like the Cartouche of Zeal and Trial of Ambition control/aggro piece. Also some Foreboding Ruins and Smoldering Marsh to smooth out your mana.
1 month ago
thank you. the sideboard of that deck are just extra cards I own that work with the ones in the main. you can change those out with what ever you want, but I would keep in . if you wanna spend some more money on the deck I would upgrade the manabase first, switch the numbers of Foul Orchard with Blooming Marsh they are 4 and 1 now, just make it 1 and 4 or add Hissing Quagmire instead, like 3 and 2 or something. there are no Golgari reveal lands. R/B has Foreboding Ruins, Gruul has Game Trail there is no such Golgari land. If there was I would have that in there.
1 month ago
I get that your deck likes to be able to animate things for short periods of time, but it still seems like the best thing you could do here would be to add more modification cards, like Aerial Modification, also, since you're mana base is essentially Mardu vehicles, it does feel like you might want more of the fast lands, also, I run Mardu Vehicles, and I absolutely hate Smoldering Marsh, and I feel like Canyon Slough, or even Foreboding Ruins, works much better, and I've tried all 3. Also, I would cut the Inventors' Fairs. I get that you're trying to stall the game with them, and they're nice for tutoring the peacewalker, but with dual cost cards in your deck like Fumigate, Yahenni's Expertise, and Siege Modification, it seems like you probably don't want colorless mana. Also, I do feel like Aerial Modification could be one of the best cards in your deck, allowing you to swing with maybe up to like 10 power in the air. I will have to agree with whoever said it above as well that running 1-2 Aradara Express mainboard would be a great idea, because it gives you evasion, the Ability to kill 2 creatures with one, and if you put an aerial or siege modification on it, that could be game breaking.
1 month ago
Did you copy my deck? Here's mine. Jund Discard Maybe we're actually just the same person from parallel realities... The only difference in your deck is different lands, being the Cinder Barrens instead of Foreboding Ruins