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.

Set Price Alerts

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Foreboding Ruins Discussion

xaarvaxus on Nicol Bolas, Omnipotent God

6 days ago

Terra Ravager feels a bit out of place in this deck, as you have a bit of a steal your opponents' stuff theme going maybe substitute in Hostage Taker .

Thousand-Year Storm probably needs a heavier base of cheap instants and sorceries to really power it up the way you want.

If you want to keep Dismiss into Dream in the deck, you should find some more permanents with activated abilities that can keep targeting your opponents' creatures to keep the board clear so you can reliably have one active when this enchantment hits the table. Niv-Mizzet, Dracogenius comes to mind. Plus he's a source of card draw and doesn't die to Crux of Fate .

Your biggest area of need is the mana base, not enough sources for any of the colors to support them. I'd at least add the other 2 guildgates available [Rakdos & Izzet] as well as look at some cheaper duals. Foreboding Ruins , Smoldering Marsh or Canyon Slough aren't too expensive for Rakdos colors but can give you some flexibility. There are Dimir equivs but can't remember them off the top of my head.

multimedia on Judith, the Scourge Diva Commander

2 weeks ago

Hey, this is a good start. Actually a really well made with the restriction of using most cards from only GRN and RNA, good job, nice Dark Depths :)

Budget cards that are currently in Standard mostly from DOM, GRN, RNA sets to consider adding:


For more upgrades you're going to however want to move away from just GRN and RNA cards, but this doesn't mean you have to spend a lot of money for upgrades. There's budget ($5 or less per card) upgrades you can make. I put a star (*) in front of the best upgrades of these suggestions.

Lands:

Sac outlets:

Recurable creatures:

Repeatable value from sacing creatures:

Make Judith deadly:

Busted with Dark Depths:

Reanimate lots of creatures:

Other:

If you like some of these suggestions I can help you to make cuts.

Good luck with your deck.


multimedia on need upgrade suggestions for edgar ...

3 weeks ago

Hey, keep the mana curve low... Mostly one, two and three drop Vamps to take more advantage of Edgar's eminence. Sanctum Seeker and Malakir Bloodwitch could be the two along with Edgar top end Vamps because their abilities are very good since they hurt all your opponents at once. Start by maxing out on all the one drop and two drop Vamps.

Some good noncreature budget cards ($5 or less) with Edgar are:

Budget playable lands in Mardu colors:

flapjackwars on Assassination for Dummies, a Black Rose Primer

3 weeks ago

Glad you found the suggestions helpful. My manabase is about the same as yours and supports Baleful Strix well. Some easy and cheap upgrades would be River of Tears , Foreboding Ruins , Choked Estuary , and Path of Ancestry . Also, if you're looking at other sac outlets, consider Greater Gargadon , Attrition , Mind Slash , and Thermopod . If I wanted a value sacrifice engine, Mind Slash would be my first inclusion, and it's been in and out of my build. I definitely understand your thought process behind certain omissions in favor of things that better suit your build. I'd just like to give a bit more reasoning behind a few of my favorites.

Sower of Temptation vs Zealous Conscripts is a debate that could go either way, and I've personally run Conscripts without Sower before so I get where you're coming from. Consider instead Sower as a replacement for Ravenous Chupacabra. The floor is roughly the same. Sometimes you don't have a sac outlet and the owner of the creature you steal kills Sower, but I think that's niche downside compared to the upside of Sower on 4 into Marchesa on 5, attack with Sower and stolen creature, recur them both. I think you can run Conscripts and Sower and cut Chupacabra.

Trinket Mage usually finds Sol Ring but can also find Skullclamp to pull you out of a pinch, and Imperial Recruiter on 3 can find Trinket Mage to get you an artifact land to hit the fourth land drop the next turn. I used to run it with just Sol Ring and Skullclamp but Heap Doll and Sparring Construct are stronger than they appear and a value creature that finds more value creatures has an exponential sort of effect. I slept on the Construct as well, until I tried it. The baseline is pretty close to equivalent with Siren Stormtamer - you play Marchesa, they play removal, you sac the Construct then sac the Marchesa with the counter on it. It doesn't get to do Graft loops but it does take a counter on the Marchesa turn and then pass that counter to the next creature you drop, letting you recur its ETB and protect it a turn earlier than usual. So basically it's doing what Lightning Mauler , etc, would do, but more reliably, and for only 1 mana (which is key when you're drawing a million off Graft loops/Rhystic/Necropotence/Remora).

Grenzo, Dungeon Warden : you have 34 creatures with power 3 or less, so the 1/3rd chance is perhaps less than optimal, but 6 mana flash a random creature in from your deck is not bad when it's attached to a creature that will come with counters. This one, like Construct and my next suggestion, is a lot better in actual games than on paper. Bringing things in at flash speed makes Grenzo a more resilient sort of army-assembler for situations where you're struggling to get a foothold on the board. It may be that just drawing a bunch of cards is better, and I wouldn't fault you for not trying out Grenzo, but if you do, he just might surprise you.

Demon of Dark Schemes - if the Massacre effect isn't strong in your games then I would understand avoiding this inclusion, but being strong on just the initial cast, then singlehandedly building a board of value creatures to recur, including Reclamation Sage effects to take care of things like Wheel of Sun and Moon, makes this guy practically a second commander. We're great at draining opponents' resources so this is more likely to stick and then untap with a ton of activations, and it's the perfect "last card" sort of finisher to turn things drastically in your favor. It does a lot of things and is almost always relevant which is why I prefer it to simpler haymakers like Living Death etc.

Spellseeker only has 4 targets in your deck currently but just finding Cyclonic Rift already makes it an enchantment removal creature. I understand you don't want to go too deep into tutors so I could see leaving this one out, same as Trinket Mage, but their restrictions make them more balanced and crafting the packages around them has made my experience with Marchesa more fun.

Anyway the list and primer looks solid and I'm glad you could get some use out of my suggestions.

multimedia on Alesha Aggro

4 weeks ago

Hey, nice budget deck.

There's a few noncreature cards here to consider upgrading with better budget options. All my card suggestions are are less than $3 each.

A very good budget interaction with Alesha is Karmic Guide + Reveillark . These give you a way to quickly reanimate your aggro army if it's stopped in the mid game. These two creatures together or by themselves can be a reanimation engine for your 2 or less power creatures. Guide can reanimated by Alesha. Buried Alive is excellent at setting up this combo by tutoring for and putting Guide, Lark and another creature such as Anger or Zulaport Cutthroat into your graveyard.

To successfully loop Guide and Lark you'll need a sac outlet such as Viscera Seer or Carrion Feeder , etc. What the sac outlet lets you do is sac Lark thus triggering its leave the battlefield ability letting you reanimate two 2 or less power creatures from your graveyard. Since Guide has 2 power it can be reanimated by Lark, then Guide can reanimate Lark and continue the loop until all your 2 or less power creatures are reanimated.

Adding Cutthroat to this combo can kill all your opponents. Anger as long as its in the graveyard and you control a Mountain gives all your creatures haste. With it reanimate all your creatures before you attack and then attack with all your creatures in one turn. Haste is very good with an aggro strategy as long as you have ways to get Anger into your graveyard.

Here's a few budget lands to consider adding:

Other cards to consider adding:

I have other suggestions, but I'll stop here. I offer more help; if you like some of these suggestions I'll help you to make cuts.

Good luck with your deck.


multimedia on Malfegor Demon Reanimator

1 month ago

Hey, nice start lots of good cards here, +1

Cards to consider adding:

Cards to consider cutting:

  • 2x Mountain
  • 2x Swamp
  • Blightning
  • Tibalt, the Fiend-Blooded
  • Grimoire of the Dead
  • Wild Ricochet
  • Spirit of the Night: least good Demon here.
  • Songs of the Damned
  • Reverberate
  • Macabre Waltz
  • Zombify
  • Dark Suspicions

multimedia on *Primer* A Hellish Crusade [Edgy Specter Tribal]

1 month ago

Hey, to expand on what others have commented on about the manabase here's some budget playable lands to consider adding. All my suggestions will be $4 or less (most are $2 or less).

Other cards for the discard theme to consider adding:

Budget staples in Grixis colors to consider adding:

I offer more help. If you like some of these suggestions I can help you to make cuts.

Good luck with your deck.


Darth_Savage on Tibalt Discard

1 month ago

Hmm, 24 land is a lot for a Hollow One deck, I'd cut all 4 of Temple of Malice. That gives you 4 slots and they need to be spells to leverage Arclight Phoenix, pick one from: Rift Bolt, Gut Shot or Mutagenic Growth. I probably prefer Sword-Point Diplomacy or Risk Factor to Dark Deal, which is card disadvantage and can only be played turn 3 when your hand could be almost empty. I'd cut all 3 Dark Deal and add the fourth Faithless Looting and 2x of one of the others.

Your not running fetches so why run Blood Crypt? Budget wise removing the Crypt would make sense, plus you need "free" spells for Pheonix so why burn yourself when 4x Foreboding Ruins is probably fine in your setup. Still on lands 19 will be fine, so -1 mountain +1 Grafted Wargear, with this in play any creature can recur Flamewake Phoenix. Lastly -1 Tibalt, the Fiend-Blooded, yeah he is the gag, but really +1 Bedlam Reveler is just better. I suspect if you make those changes your deck will actually work out cheaper than it is now.

I play a version of Hollow One, Power 4 is Ferocious and for a while I tried to fit Nahiri, the Harbinger into it, without much success, even though I like the card. Some decks suit planeswalkers and others don't. In any event I hope my comments help, good luck and have fun brewing your deck.

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Foreboding Ruins occurrence in decks from the last year

Modern:

All decks: 0.02%

Rakdos: 0.32%

Commander / EDH:

All decks: 0.02%

Rakdos: 0.48%

Grixis: 0.08%

Mardu: 0.13%

Jund: 0.06%