Forgotten Cave

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Commander 2014 Common
Vintage Masters Common
Commander 2013 Common
Duel Decks: Izzet vs. Golgari Common
MTG: Commander Common
Duel Decks: Elves vs. Goblins Common
Onslaught Common

Combos Browse all

Forgotten Cave

Land

Forgotten Cave enters the battlefield tapped.

: Add to your mana pool.

Cycling (, Discard this card: Draw a card.)

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Forgotten Cave Discussion

greatdevourer on All Hands on Deck

1 week ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

Zillabrony13 on That'll be one Zirilian dollars, please.

3 weeks ago

Here are some general recommendations to make your deck better.

Mind's Eye, Oracle's Vault, Mask of Memory, Sensei's Divining Top, Forgotten Cave, Hazoret's Monument, Runehorn Hellkite, Skyline Despot. YOU. NEED. CARD. DRAW.

Hazoret's Favor. Keeps your dragons from being exiled via sacrificing them, the sac trigger can be avoided using the same cards that avoid the exile trigger, it gives your more power on board, and gives a dragon haste if you hardcasted it or cheated it in with Belbe's Portal. Run this.

Hanweir Battlements. Replace Hall of the Bandit Lord with this. The battlements enters untapped, costs R to give a creature Haste instead of 3 life, and can produce colorless mana without having to pay life.

Thornbite Staff. Replace Puppet Strings with this. The staff costs 1 less to play, equips automatically to Zirilan when he ETBs since he's a Viashino Shaman, and the staff untaps him whenever any creature on the field dies for any reason.

Elixir of Immortality. A way to recover resources after a board wipe.

Feldon of the Third Path. "Revive" dead dragons that you sacrificed or dragons that were destroyed. Another way to recover from a board wipe.

OskarB on Official missing/incorrect card/token thread

1 month ago

Forgotten Cave is missing it's Duel Decks Anthology printing (Gatherer). Thank you.

HurricaneZach on Home made burn

3 months ago

I agree with the sentiment on fetch lands or at least a couple of Forgotten Caves to help ditch extra lands in favor of burn spells mid to late game. Fetch lands will ensure the triggering of landfall for Searing Blaze. On the same note, maybe a couple of Magmatic Insights could be squeezed in for the Searing Spears to help ditch those extra lands when they come up. I might also swap 1 Satyr Firedancer for 1 more Young Pyromancer as he is capable of winning you a few games here and there. +1!

KailDaemon on Kari's Kong Quest

3 months ago

You do have 2 copies of Forgotten Cave tho

HybridPK on Mono-Red Goblin Artificer

3 months ago

Saw the link on /tg/, figured I would provide some feedback. Admittedly, this kind of deck is out of my element (I don't play combo) so I wouldn't take whatever suggestions provided as absolutely necessary changes.

Individual Card Suggestions

Protection:

Card draw/Tutor/Cheating things into play:

Control/Stalling:

Haste enablers (since I'm big on haste):

Ramp/Cheaper Spells

Cards I Would Remove

Hopefully I provided some beneficial suggestions. Good luck with the deck!

Marcus_Licinius_Crassus on Hot Tomales

4 months ago

Adjustments I would make:

  1. [MAINBOARD] -4 Mountain / +4 Forgotten Cave

Reason: Sometimes you have too many lands and you just need gas off the top.

  1. [MAINBOARD] -3 Twin Bolt / -1 Incinerate / +4 Lightning Bolt

Reason: Lightning Bolt has reach, and is very mana efficient.

3A. [MAINBOARD]: -2 Fiery Temper / -1 Burst Lightning / +3 Goblin Bushwhacker3B. [MAINBOARD]: -2 Skirk Shaman / +2 Searing Blaze

  1. [SIDEBOARD] +3 Twin Bolt / +4 Relic of Progenitus / +(2-4) Harvest Pyre / +2 Fiery Temper / +1 Burst Lightning

This will streamline the deck into a pile of Bushwhacker Win, Conventional Burn wins, and Kiln Fiend Wins

AKI on Krenko

5 months ago

I would definitely recommend Goblin Recruiter, as it combos perfectly with the Goblin Ringleader you already have.

I would also strongly recommend Goblin Chirurgeon, as he lets you sac half your goblins to save the other half from most board sweeps.

You already have Skirk Prospector, who I find to be one of the most vital cards in my own Krenko deck. The sooner you can generate lots of mana, the less likely your commander is to get killed so many times you can't affrd to cast him. With that in mind, I might suggest other mana accelerators such as Treasonous Ogre and Thermopod for red, and Ashnod's Altar and Sol Ring for colourless.

As far as suggestions for things to remove - that's much harder, and depends on how you want to play your deck. But... I would be tempted to replace Forgotten Cave and Smoldering Crater with Sandstone Needle for pseudo ramp (this on turn 1 can = 3 mana on turn 2) and Buried Ruin because there are lots of sweet artifacts in your deck that WILL get blown up - Thornbite Staff is a prime target!

I would also remove the Goblin Rabblemaster because it can really suck to have no control over whether you attack or not, and I feel that his upside is outweighed by the downside.

I could ramble on for ages, but I'll leave it there for now and simply wish you good luck and many, many, many goblins.

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