Global Ruin


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

Printings View all

Set Rarity
Invasion (INV) Rare

Combos Browse all

Global Ruin


Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.

Global Ruin Discussion

witchknox on

2 years ago

If this is for multiplayer I'd personally suggest adding in a board wipe or two. Something like Duneblast, Global Ruin, or Dimensional Breach. There are tons of other options out there too. I'd also recommend Prismatic Omen and Zendikar Resurgent in a deck running WUBRG. If you're looking for easy, cheap life gain there's Clearwater Goblet.Another card I'd recommend for removal is Legacy Weapon. I just personally like running it in a five color deck.

RexStrangelove on Atraxa Maybeboard - Ideas Seeking ...

2 years ago

So I, like many of you, am sitting in a place of giddy excitement as I wait for my new Breed Lethality deck to arrive. I knew it was the one I wanted the very moment they were spoiled, and I was Vindicated to see it outselling even the much-touted Bromance (which is also a completely solid choice, along with everything but Yidris).

Anyway, as I sat waiting, I got to looking through my old cards, plucking out anything that looked particularly juicy for the new deck. My landbase is upper-mediocre for sure, and I still need to grab a few pricier staples (i.e. Archangel of Thune and Doubling Season), but I actually found a surprising number of cards which may totally merit a spot in the lauded 99.

Basically, what I'm hoping to get out of this thread is to pick a few other players' brains about how good my card choices are. If you see something that's like a "OMFG holy shit definitely put that in there," let me know and explain why. If you see anything that's like a "Wow, I maybe see what you were thinking, but that will honestly serve you no good at all," then do the same. With no further ado:




So yeah...if anyone can offer any reasons that any of the above cards would or wouldn't be good choices, I'm all ears. Budget is a concern (I already have all the cards on this list)), but I'm WAAAAY open to hearing better suggestions than the ones I made.

Atraxa is the tits, guys and girls. I haven't been this pumped for a new commander since Kaalia and Animar. Let's put our heads together and perfect this like I know we can.

dungy4 on Sisay's Army

3 years ago

Since you're running elf ramp, you may consider land destruction to give you an extra edge. Armageddon, Winter Orb, Catastrophe, Global Ruin, World Queller. Life from the Loam and Crucible of Worlds would let you bring it all back.

Also, Gilt-Leaf Archdruid could be fun.

DiamondFlavor on JCM's 5C Landfall (EDH)

3 years ago

The thing about Baloth Woodcrasher is that, regardless of how huge he becomes, he can still be handled with bounce or spot removal before he gets the chance to do everything. Of course "dies to removal" is a weak argument, but I think the Landfall token makers are "safer" because even if someone kills Omnath you still presumably made several tokens, and therefore retained card advantage.

The cool thing about Strip Mine and Wasteland is that the opportunity cost of running them is so low, because they still tap for mana. You don't lose tempo or spell slots, only color fixing. If you want to expand on the land destruction theme, there are a few ways to go. Mwonvuli Acid-Moss, Reap and Sow, and Frenzied Tilling all ramp you while hurting them. There is also mass land destruction available, but since your plan is presumably to stay ahead on the land count, stuff like Wildfire or Global Ruin could give you a big advantage.

And yeah, I'd recommend that you mainboard at least a couple flexible removal options. It really depends on the decks you play against and your particular build. If you don't run many artifacts or enchantments, Bane of Progress is crazy. If you do and mostly want to spot-kill enemy stuff, modal or flexible spells like Hull Breach, Beast Within, Chaos Warp, Vindicate , Utter End, Putrefy, Maelstrom Pulse, etc. are great. If you play a lot of ETB effects, Reclamation Sage, Acidic Slime, Duplicant, etc. are solid.

LabManiac_cobblepott on Brago Lockdown

3 years ago


You're right that in the absence of Strionic Resonator, the wincon is to beat face while everyone is locked down. Academy Ruins is in for recurring any important artifacts that get lost including resonator.


"How early do you bring out your lockdown cards, like Static Orb or Hokori, Dust Drinker?"

Generally you have two trajectories in the early game. The first is if you get an early Greaves or Boots, in which you cast Brago, give him haste and go off to the races. The second and more common situation is where you need to disrupt the board before you get Brago down. Naked Brago is a sad Brago. In those situations, get rocks down plus a lock piece as early as possible so that Brago can get on the board safely without being removed immediately.

"How come you don't run cards that untap the land you used to play them, like Peregrine Drake or Treachery?"

The same reason as not running things like Reality Acid. They're really good when Brago is active, but they're mostly dead when he isn't. We want to avoid playing cards that depend on Brago being online for them to yield benefit. That said, with the shift in the new meta toward more midrange shells, Treachery may indeed get slotted in.

"With this deck, how do you win?"

Mostly off of the Strionic Resonator combo described in the description. If that fails, then we just lock everyone down and beat face.


Skyship Weatherlight was in there to compensate for the lack of strong tutors in . Sure we have access to artifact and enchantment tutors, but if we need a specific creature, there's really nothing. At the end of the day Skyship got dumped for being too costly.


"Cobblepott, how do you get around spot removal? What changes would you make it spot removal was prevalent in your meta?"

With the Vancouver shift, midrange is back in force and there is much more removal than the previous meta, so we do need to adapt. The two main ways for dealing with removal are Boots/Greaves and preventative lockdown. Once you get some shoes on Brago, life is mostly good presuming no one hits mass artifact removal. In both cases, getting strong lock pieces into play or applying MLD will keep opponents from having the resources to disrupt your game. With all the midrange going on, we may need to reinstate a counterspell package, but we'll cross that bridge if we come to it.

"How critical are Mishra's Workshop, Ravages of War and Timetwister to the deck? How much a hit can we expect in win percentage?"

They aren't critical. Sure they enable some strong plays, but the hit isn't that significant if you don't have access. Consider Global Ruin, Catastrophe, Sunder, and Day's Undoing as substitutions.

"Can we assume the new configuration is performing the best? After two big overhauls, am I wrong that you just made one change?"

Mostly. There's still a lot shaking out as the meta hasn't settled post Vancouver. The thrust of the changes focuses mainly around getting more draw/filter effects to compensate for the loss of partials. The old version of the list leaned heavily on partials for fast starts. With Vancouver we need to either simulate the partials to some degree via draw/filter, or embrace that the game will be slower and add some more interaction (Swords to Plowshares, counterspells, Treachery, etc).


Good catch on Academy Ruins. It's in the list now.

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