Raging Ravine enters the battlefield tapped.
Tap: Add R or G to your mana pool.
2,R,G: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
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Raging Ravine Discussion
8 hours ago
Could use some work, to be honest. Cards to add:
Flooded Strand, Polluted Delta, Bloodstained Mire, Windswept Heath, Verdant Catacombs, Arid Mesa, Priest of Urabrask, Dryad Arbor, Glimpse of Nature, Ulamog, the Infinite Gyre, Emrakul, the Promised End, Sylvan Safekeeper, Primordial Sage, Lotus Petal, Mana Crypt, Mox Diamond, City of Brass, Mana Confluence, Worldly Tutor.
Things to cut: Lumbering Falls, Raging Ravine, Jace Beleren, Cinder Glade, the checklands, Mosswort Bridge, Earthcraft, your remaining basics, and most of your large creatures are underwhelming. This deck seems to have the classic Animar problem: too stompy to hold its own at TRULY competitive tables, and too commander-reliant (though that of course comes with the territory in this kind of deck).
1 week ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!
2 weeks ago
Against abzan company cards like Rest in Peace can be steller at disrupting their combo (also works against dredge too).
Merfolk is a tougher matchup for this deck since it's a mono colored deck.
2 weeks ago
Interesting deck idea, so +1, I have a few suggestions.
Move the Disenchants to the sideboard, it's a sideboard card that should only come out in the matchups you need it in. (For example, against a deck like burn, jund, or the vast majority of decks in modern disenchant doesn't do anything.)
Black Sun's Zenith is far worse than Damnation, especially in this deck, where plenty of your creatures are indestructible, (like the god built around the deck) and a Zenith hit for almost anything makes this deck far worse. I'd also suggest to move the boardwipes to the sideboard, as your deck has enough synergy that shouldn't be hard to block whatever is a threat.
This deck needs a sideboard, I'd reccomend putting in the good white and black cards that don't interfere with your game plan, which really means cards like Stony Silence, cards like Surgical Extraction/Extirpate, Celestial Purge, Pithing Needle, Kitchen Finks, Sin Collector.
While I get that there is a synergy with Bone Splinters and your deck, sorcery speed removal only gets you so far, as manlands like Inkmoth Nexus and Raging Ravine do not care about your sorcery speed removal, which is why I'd put Path to Exile in over it, since you already have so many sac outlets I doubt you'd be missing much.
3 weeks ago
3 weeks ago
Thumb's up on the addition of Ghost Quarter. I just wrote myself a note this morning to add it to my own version of the deck. I've been run over by Raging Ravine and Celestial Colonnade a few times now.
3 weeks ago
But they take too long. And honestly, I'm not seeing much advantage to red in this build right now as you are running 6 come into play tapped lands and getting little advantage from them.
I really suggest just going BG. No red. In BG you gain access to more man lands without screwing up your mana base (Treetop Village), you can play stuff like Tectonic Edge and Ghost Quarter without doing your land base too much damage.
For creatures you can run Scooze, Tasigur, Kalitas, Traitor of Ghet, Grim etc. You could even run a bit of a wider net and toolbox effect using Mishra's Bauble and Traverse the Ulvenwald. Without the fetch/shock combo, Raging Ravine and access to the more powerful Jund cards I really just can't suggest red.