Forgotten Cave

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy 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

bmorri9 on Krenko mob boss

6 days ago

you have 6 ramp cards in here, its a little low, so I'd say look at adding: Solemn Simulacrum, Caged Sun, Myriad Landscape and Chandra, Torch of Defiance .

This deck is also lacking card advantage, it will play out all the cards in its hand too quickly and you will not have enough gas to finish off everyone. for that I would look at Solemn Simulacrum and Chandra, Torch of Defiance again, as well as Outpost Siege, Forgotten Cave, Smoldering Crater, Buried Ruin, Mutavault, Ghitu Encampment, and Grenzo, Havoc Raiser.

Other cards to consider:

Boggart Shenanigans, Hazoret's Monument, Metallic Mimic, Goblin Lackey, Warren Instigator, Ogre Battledriver, Hellrider, Adaptive Automaton, Chaos Warp, Reverberate, Fork, Obelisk of Urd,

russianpandabear on Zada Chaos

1 week ago

For lands, you may want to consider Forgotten Cave and/or Smoldering Crater for some flexibility.

For artifacts, I'd highly consider Pyromancer's Goggles, Strionic Resonator, and Isochron Scepter.

ballsdeep on Nin

3 weeks ago

Couple potential suggestionsLands:

Other stuff:

Alternatively scrap the whole lot and play Zedruu, the Greathearted instead.

greatdevourer on All Hands on Deck

2 months 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.

2 months 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

3 months ago

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

HurricaneZach on Home made burn

5 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

5 months ago

You do have 2 copies of Forgotten Cave tho

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