Forgotten Cave

Forgotten Cave

Land

Forgotten Cave enters the battlefield tapped.

: Gain .

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

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Printings View all

Set Rarity
Commander 2019 (C19) Common
Modern Horizons (MH1) Uncommon
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Duel Decks: Merfolk vs. Goblins (DDT) Common
Commander Anthology (CM1) Common
Commander 2015 (C15) Common
Duel Decks Anthology (DD3) Common
Commander 2014 (C14) Common
Vintage Masters (VMA) Common
Commander 2013 (C13) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common
MTG: Commander (CMD) Common
Duel Decks: Elves vs. Goblins (EVG) Common
Onslaught (ONS) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Forgotten Cave occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Red: 0.63%

Rakdos: 0.23%

Forgotten Cave Discussion

Pheardemons on Mono Red Shenanigans

2 months ago

Ramunap Ruins I can understand I guess. Could get that last little bit of damage in but whether or not it is worth the life lost is the main question.

Hmmmm...have you tried Forgotten Cave at all before this? Not saying it is bad, I've just never tried it myself. Was wondering your thoughts.

Personally I've ways regretted not having board wipes in the main. Maybe space for some Sweltering Suns for the cycling when you don't need it and keep Anger in the side as backup. I know Ensnaring Bridge is great, but I've always felt like I needed some board wipes.

For the specific strategy this is going, I feel like Shenanigans should have one mainboard and Shattering Spree or Shatterstorm be the sideboard artifact hate. That is up to preference and playtesting though.

Do you think this is fast enough (or doesn't need) any rituals to speed up the turn one plays? Well...taking Goblin Rabblemaster limits the turn one plays. At this point it is really only Blood Moon that you could get with any kind of consistency. Maybe not. An idea to consider though.

Some things to think about.

sergiodelrio on We're all connected - Budget

2 months ago

Hate to be a negative Nancy, but if you seriously want to make this competitive as tagged (which means it can actually compete with the Tier meta decks and have a chance to win), you'll have to reconsider some of your choices:

1) 18 lands, 10 1-drops & 14 3-drops

This doesn't add up from a deckbuilding perspective. The only decks that can reliably play 18 lands and get away with it either have lots of 0-mana or 1-mana scry and/or draw effects that make up for it, or they mostly play 1-drops (or free spells, or mana dorks) to at least be able to keep more 1-land hands.

2) Connected to this issue is the fact that the distribution of your 1-, 2-, and 3-drops does not really work in your favor. Assuming you're running 40 spells and want to curve out at 3 mana, a well balanced spell distribution would look something like: 20x 1-drops, 12x 2-drops and 8x 3-drops

A crafty way of improving your landbase might be playing 20 lands, but 2-4 of those lands being Forgotten Cave. This will produce more keepable hands by reducing the amount of 1-land and 0-land (and, while more improbable, even 5-, 6-, and 7-land) hands you'd need to mulligan away, while also preventing you to flood out down the line.

3) Do you have a Sideboard?

4) Your perfect hand calculation is a little off, as you cannot tap Thermo Alchemist on your opponent's T2 because, unless I'm missing something, it doesn't have haste.

Again, I don't like to sound too negative here and this critique is really supposed to be constructive. I, too enjoy deckbuilding a lot and I have found that there are some unwritten rules which can help improve the deckbuilding process.

Also giving this +1 because I like the idea behind the deck and I hope you can make this the best it can be. Cheers!

Gattison on That Was Fatal!

2 months ago

I feel like you need more draw. You want to ensure you draw into your land drops and support cards and not end up in topdeck mode. I'd lose Flaming Sword and add at least one more Warlord's Fury because of this. Temur Battle Rage is a great card and can serve as your instant-speed first-strike-tricks.

You could also add one each of Forgotten Cave and Tranquil Thicket if you like.

And consider squeezing in something like Adventurous Impulse or something for more hand control.

Also, maybe replace Fall of the Hammer with something like Fling or Collateral Damage because they can hit players too. Sack your creature to it right before it dies and get go "over" enemy creatures right to the opponent's face.

PhyrexianPreator on Temur SMASH

3 months ago

Really like what you got here.

These are just suggestions, I do realize most people (understandably so) don't like spending tons of money on mtg.

Seasoned Pyromancer, Collector Ouphe, Magmatic Sinkhole and Wrenn and Six.

Collector Ouphe is purely a side-board card. Emry and Urza decks are strong and anything that can stop them from gaining infinite mana is a blessing.

Seasoned Pyromancer is just to draw cards and get extra creatures in play when you are in a tight spot.

Magmatic Sinkhole acts like fatal push/path to exile in your deck due to all of the fetches. Also works well with Pyromancer. Sadly only works on creatures that have 5 or less toughness and no form of protection.

Wrenn and Six is expensive.... However, the card advantage it generates is unbelievably good. Even if you switch some lands out for the cycling lands like Lonely Sandbar, Tranquil Thicket and Forgotten Cave you will be able to beat your opponent just with shear card advantage. Sadly, as I mentioned Wrenn and Six is pricey.... This would be a consideration rather than a must include.

Overall I really like your deck.

multimedia on AINT NOBODY GOT TIME FOR THAT | Neheb II

3 months ago

Hey, I like the new direction away from voltron. Nice Wheel of Fortune :)

I think you can push your deck further by adding disruption. When your General can make mana without needing lands then this gives you an effect that you should take more advantage of. Being only red means you don't have access to as many effects as decks with multiple colors therefore you want to slow down the multicolor decks.

Cards to consider adding:

  • Blood Moon and/or Magus of the Moon: all mono red decks with as high of a budget as this one should play these cards.
  • Stranglehold
  • Price of Glory: land destruction that players have control over. Mana is made with Neheb during your turn and sorceries make up the majority of the spells here therefore this will disrupt your opponents much more.
  • Smoke: underrated disruption in red. Other than Neheb you don't have a lot of creatures who want to attack.
  • Gamble
  • Arcane Signet
  • Price of Progress: one of the best mana efficient burn spells in multiplayer Commander. Still does damage to each player with Blood Moon on the battlefield.
  • Sulfuric Vortex: repeatable damage to opponents that doesn't cost you any mana. Good with Torbran, opponents take 4 each turn you take 2. Not letting white decks gain life is also helpful.
  • Viashino Heretic: repeatable artifact destruction that can also do damage to the player.
  • Shivan Gorge: repeatable damage to each opponent.
  • Anger: with all the discard effects it's good to discard giving Neheb haste.
  • Forgotten Cave: one mana to cycle.

Cards to consider cutting:

  • Myriad Landscape
  • Desert of the Fervent
  • Bloodfire Colossus
  • Syr Carah, the Bold
  • Quest for Pure Flame
  • Cryptolith Fragment
  • Firebrand Archer
  • Breath of Darigaaz
  • Swiftfoot Boots
  • Sword of the Animist
  • Sizzle

BioProfDude on

4 months ago

There are only 58 cards in your deck! I think Forgotten Cave is better than Sunscorched Desert because it can be cycled if you need a card, and it can tap for . With Sunscorched Desert, you effectively only have 14 lands to cast spells, and that's not very many...

griffstick on Marisi's Twinclaws Voltron

4 months ago

I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands

SprkySprkyBoomMan on Goblins assemble!

5 months ago

Update 09/02/19

So this is what I’ve been using and I’m currently 8-2 with it.

Again I don’t play FNM or go anywhere to play. I just play with friends. I would like to go somewhere and play, but I haven’t yet...

Also 8-2 consists of a few doubles matches and a few free for all matches.

SO TAKE MY RECORD WITH A GRAIN OF SALT.

Things that may need tweaked.

I was thinking of adding some land cycling cards like Forgotten Cave and Lonely Sandbar for when it gets late game and I need to sift some land out.

Or Valakut, the Molten Pinnacle for that extra damage lol. I’m strongly consisted of this.

The only other thing I may change is take out a Lightning Crafter for Furnace of Rath

But for now my deck looks to be holding up ok.

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