Navigator's Ruin

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Navigator's Ruin

Enchantment

Raid - At the beginning of your end step, if you attacked with a creature this turn, target opponent puts the top four cards of his or her library into his or her graveyard.

T_Dog345 on T_Dog345

3 years ago

Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God

//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor

//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain

LadyZ on

4 years ago

Some curses are better than others. I'd cut Curse of Vitality for sure, it won't really influence other people that much. Curse of Shallow Graves is pretty situational as well, and Curse of the Bloody Tome can actually help the opponent.

Navigator's Ruin i'd only run if you really want to mill, and Kaya's Ghostform won't often help as much as you like. I really don't see what Shield of the Realm wants to do here, nor Strider Harness .

I'd cut the guild lockets and replace them with the signets.

For some cards to add, i'd recommend at least looking at Bident of Thassa for card draw, Sigil of the Empty Throne , Etchings of the Chosen , Smothering Tithe , Intangible Virtue , Divine Visitation , Etherium Sculptor , Magus of the Moat , and Sphere of Safety

I can come up with some more suggestions if you like, these are just off the top of my head

MeetTheMayhem on Admiral Beckett Brass

4 years ago

I thought I would comment as I also chose a Pirate Tribal deck as my first EDH deck which I built about 4 months ago Pirate Tribal Final. It took me some time to work out what direction I wanted to go in with the deck, being Grixis, a preference to one or two colours seemed sensible. Also, pirates are sneaky and like treasure and stealing, right?

I chose to focus on Blue, using evasive abilities to enable me to sneak pirates past blockers, gaining benefits such as card draw from Bident of Thassa and steal the permanents of my opponents with Admiral Beckett Brass . I also went for a treasure subtheme, using cards such as Revel in Riches , Brass's Bounty and Mechanised Production to rapidly generate treasures, either as win-cons or for high-cost spells such as Insurrection or Kindred Dominance .

At the moment, your deck is about equally balanced between all three colours, with limited mana fixing (which treasures would help with), therefore you might stall early by drawing the wrong combination of colours. I would maybe try and lean a bit on one subtheme/colour, more than the rest. Also, you have a number of weak cards in the deck at the moment, Lightning-Rig Crew , Wily Goblin , Sentinel Totem , Smelt , Act of Treason , Fevered Visions , Navigator's Ruin , Raiders' Wake etc. to name a few. Additionally, you use a lot of cards to tap opponents creatures, rather than making yours evasive/unblockable. Many of those cards aren't providing sufficient power to justify their inclusion.

TLDR: I think you are trying to do too much and therefore your deck is spread too thin in important areas. I would pick a specific game plan and build around it.

Mister_Smithy on Mill

5 years ago

There are a number of ways of going about this, but, your deck needs to be doing more things at more points in time during the game. First of all, I recommend cutting Dive Down (or at least cutting one copy) as you only have 7 creatures before the hostage taker effect so sometimes this is just a dead card. Next I recommend leaning more into Psychic Corrosion. This could be done by replacing the underperforming Navigator's Ruin and extremely expensive Overflowing Insight with cards like Chemister's Insight and more control spells. When you land a Patient Rebuilding the clock will already speed up as the extra cards drawn will trigger more mill from your corrosions. Finally, Thief of Sanity is fun but generally lackluster. If you could replace him with a better blocker you may see improvement, though maybe a black kill spell might assist this endeavor. Hopefully the deck improves!

Caran_Lyg on Help with Improving UB Mill …

5 years ago

I use 4 Opt, 4 Radical Idea for it's Jumpstart ability and instant speed with Psychic Corrosion. If you're going to use Murmuring Mystic you're gonna have flyers, when you have flyers you can use Navigator's Ruin. If you're going to use flyers you can use Siren Stormtamer to protect your creatures and Warkite Marauder equipped with Curious Obsession. Memorial to Folly seems good too if you use it to bring a creature back like Thief of Sanity or the Mystic.

Quicksilver on Mind Drinker

5 years ago

Burnished Hart and Solemn Simulacrum are big ramping tools for the early game, Sword of the Animist to churn out more land once you start attacking. Alternatively, you could reduce the cost of your spells with the Jet Medallion or Sapphire Medallion respectively.

Propaganda can slow opponents down by making them pay to attack you, or Silent Arbiter works if you want to simply make fights more one on one.

Tapped lands are simply not good if you want more speed, Watery Grave and Polluted Delta helps you there, though obviously not budget cards.

Current standard has so much power in mill, No Navigator's Ruin, Patient Rebuilding or Psychic Corrosion? Winds of Rebuke is strong too in a multiplayer environment.

Vicar1492 on Corrosive Ruin (Mill) for Standard

5 years ago

I would love to have Disallows, but I was trying to keep the cost down just a touch. Instead of going for counters for control my goal was to allow opponents to cast what they wanted and rely on white enchantments (Seal Away, and Ixalan's Binding) to do a lot of the control for me, while relying on the other white spells (Healing Grace, and Ritual of Rejuvenation) to keep me in the game long enough to slowly mill them away. With the advantage of Healing Grace being that it can also keep my unblockable creature's from dying some of the time.

Ritual of Rejuvenation was included as a dual purpose card - life gain to keep the game going and card draw to trigger Psychic Corrosion - as well is just give me some card advantage.

I was going for a more consistent mill approach - if I can get Psychic Corrosion out on the field, plus either Navigator's Ruin or Fraying Sanity then I'm steadily milling them for a good amount every turn.

I didn't include Patient Rebuilding for the exact reason you mentioned, the mana cost, and it is the same reason I side-boarded Fleet Swallower - most of the games I've played in the current meta play quickly, so I didn't want to rely on Patient Rebuilding for my mill since it wouldn't come online until later. All three of my main mill enchantments cost three mana, so by turn 3 I can start the mill and use other turns to either ramp it up, or protect it from stopping.

That is my thought process at least, but I'm certainly no expert and I'm open to suggestions about how or why my reasoning is flawed, or if there is something I'm missing.

the_taken on The Dead Sea Scrolls

5 years ago

I am definitely considering using Fraying Sanity, probably by making room for two and dropping two of the Navigator's Ruin.

I'm am not sure I'd ever get to play the Fleet Swallower because of how few lands there are in the deck, but it looks like a vary mean card. Especially when paired with Fraying Sanity. ("The fish attacks and you discard your deck. I end my turn.")

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