Forgotten Cave

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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

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
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

Forgotten Cave

Land

Forgotten Cave enters the battlefield tapped.

: Gain .

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

Browse Alters

Forgotten Cave Discussion

PhyrexianPreator on Temur SMASH

4 days 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

2 weeks 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

1 month 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

1 month 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!

2 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.

Thephelddagrif on Monored Karn

2 months ago

Maybe Street Wraith would be good here to make the odds of getting your accomplice or whatever. Perhaps a Forgotten Cave for a similar purpose, or even a Fiery Islet .

If the opponent goes wide, you might want Ugin, the Spirit Dragon and/or Chandra, Flamecaller

Cloudstone Curio + 2* Chandra, Torch of Defiance + Planebound Accomplice = win

Sideboard is too early for me to tell with the new bans shaking up the format so much

Ehsteve on Lord Windgrace Sits Behind A Chasm

2 months ago

Updates

Some changes have been made to allow room for more basics that have been a long time coming:

Now a few more planned changes in the short term:

  • Valakut, the Molten Pinnacle or Blood Crypt out: either will swapped for another basic Forest . The reason for the change of heart on Valakut is that this deck is playing so few mountains in the deck that the only reliable way to trigger it is with Prismatic Omen , which requires ones of our precious tutors instead of one of the many, many land-related tutors we have available. In addition once Prismatic Omen hits the graveyard, the only way to retrieve it is with an Eternal Witness . With this in mind I just think that Dread Presence does the job just that much better. Prismatic Omen is still a great card for mana-fixing and acts as a second Urborg, Tomb of Yawgmoth in a pinch.

  • Mirage Mirror in: I feel like this is a great card to include as it has fantastic flexibility. Being able to copy an opponents creature, artifact, enchantment or land and shift its type to dodge removal for a fairly low cost provides for interesting interactions and furthermore is another way to copy a Cabal Coffers to ensure that the turn the Torment of Hailfire is a game ender. Still unsure of what to possibly cut to make room for this.

  • Ayula's Influence : I've seen this an increasing amount in other Windgrace decks and am interested to test it out. While I have the feeling that throwing out lands for the sake of it isn't the best way to play the deck (as there are no infinite loops or combos) being able to generate blockers at instant speed is still a useful for defending Lord Windgrace or for quick ramping with a down-tick from Lord Windgrace . I am even less sure of what to cut for this than Mirage Mirror . This is a very tentative addition, but I am sure it works great as a budget option.

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Forgotten Cave occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Red: 0.63%

Rakdos: 0.23%