Raging Ravine

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Rare

Combos Browse all

Raging Ravine

Land

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

RingweMakil on Ravaging Command

1 week ago

Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.

So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.

The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.

Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.

The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager  Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.

Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.

Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.

I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!

Jedne2 on Omnath

1 week ago

I'd suggest removing these cards:

Brambleweft Behemoth - It's a 6/6 for 6 with trample, yes it's an elemental but there are far better ones, especially for 6 mana.

Drove of Elves for 4 mana, you'd want something stronger than this, it's not an elemental, and the only real upside is that it has hexproof.

Nissa's Encouragement It's not really worth to have, considering that the cards it gets you aren't that great.

Nissa, Genesis Mage there are better nissa walkers out there

I'd suggest these cards:

Ashling the Pilgrim you can build up a boardwipe, and with omnath triggers, you could easily kill everyone.

Briarhorn gives you either a 3/3 blocker with +3/+3 on target creature for a combat trick, or you can evoke it, get the +3/+3 anyways and then you get to deal damage with Omnath.

Brighthearth Banneret makes your ele's cheaper

Fertilid 2 land for 3 + 4 mana instant speed fetch too.

Flamekin Harbinger topdeck Eletutor for 1 mana. Really recommend this card, plus elemental decks are the only decks which can really run this.

Greenwarden of Murasa It's effectively a big, double eternal witness.

Incandescent Soulstroke lets you cheat out an elemental which then gets sacrificed later.

Multani, Yavimaya's Avatar gives you ways to return lands to your hand for more landfall triggers.

Skullmulcher gives some card draw.

Soul of the Harvest I know it doesn't work with all the tokens you make, buuuut it does give draw.

Undergrowth Champion gives you a nigh indestructible blocker so you can go wild with your attacks.

Walker of the Grove gives you a 4/4 ele when it leaves the battlefield.

Akoum Stonewaker gives you a 3 mana Spark Elemental on landfall.

Budoka Gardener gives you extra land draws/elemental generation

Rakka Mar makes Spark Elemental tokens

Chandra, Flamecaller gives you two Spark Elemental per +1 plus gives you a wheel effect with 0 ability.

Flamekin Village gives a creature trample, and is an ele land

Primal Beyond is also an elemental land.

Raging Ravine is also an elemental land

Nissa, Vastwood Seer  Flip fetches a land, plus the walker is nice for landfall.

Skarrg Guildmage makes a land 4/4 for 3 mana

Waker of the Wilds does the same thing.

Cinder Glade, Sheltered Thicket, Stomping Ground are all mountain forests and can be fetched.

Vivien Reid gives some nice card draw.

Animist's Awakening with the amount of ramp you have, you could easily have a massive awakening.

Chord of Calling is a pretty good tutor in green.

Khalni Heart Expedition Gives you moooooore ramp, but more importantly, double landfall triggers at instant speed.

Crop Rotation is an instant speed landfall.

Harrow more instant speed landfall.

Perilous Forays Sacrifice your free landfall elementals for 1 misc, get a tapped basic, and another elemental.

Sakura-Tribe Elder for more instant speed landfall.

Scapeshift gives so many landfall triggers its a fantastic card in this deck. Extra props if it's paired with The Mending of Dominaria

Tireless Tracker gives you 2 mana card draw for landfall.

Maybeboard:

Embodiment of Fury + Embodiment of Insight if you want to go down an awaken line, this card may be interesting.

You could also go down the land destruction line with Faultgrinder Ember Swallower

Forgotten Ancient can be a real all star when buffing up your board.

Grave Sifter could be a nice include to let you replay elementals, but considering that people are bringing tribal decks, maybe not.

Elemental Mastery makes 1/1 tokens, but to get the real bang for its buck, you'll need to sacrifice the tokens to Ashnod's Altar

If you went down the burn route, Hostility would be a fun card.

Rite of the Raging Storm is a pretty fun card in multiplayer.

Sylvan Awakening is okay, and pretty funny to kill someone with 2/2 lands.

Eternity Vessel Can make you live forever

Indomitable Creativity you can destroy your own elementals to get other creatures.

Kamahl's Druidic Vow upside is that you can get heaps of lands, downside is that you don't have /that/ many legendary permanents.

Constant Mists will protect you from damage all the damn time.

If you wanna be super mean, Tectonic Break to destroy everyone's lands, except that you'd have way more lands out than anyone else. Boom // Bust Destructive Force Devastating Dreams From the Ashes Thoughts of Ruin Tremble Wildfire

C4L_R3VOLUTION on Ball-Breaker

3 months ago

Noone punches me indamowf and gets away with it, lol.

I like this list my friend. Let me know when you have it built so we can shuffle them up.

If I was building this deck I would try to fit in two more lands. Perhaps the 2x Raging Ravine from your maybe board? I also like having 6 cards for ramp but I'm not a huge fan of the Sylvan Caryatid in this deck. It would be really nice to have another one drop that could produce green and red but I'm not sure what that would be. Maybe the you could run Arbor Elf and then dial up the number of duals containing the forest land type like Cinder Glade or Sheltered Thicket.

In the 2-3 drop range I think Sakura-Tribe Elder or Somberwald Sage could be better than the Sylvan Caryatid depending on how you want your ideal mana curve to play out.

Vines of Vastwood could be a great sideboard card if you're going up against spot removal. I might even consider it good enough for main deck. How about a 10/5 Ball Lightning plus a Fling!

Chasmolinker on Jund Midrange

4 months ago

Thanks for checking out the deck buckeyetron. The deck runs 25 lands for 2 reasons. Number one is hitting a land drop on every turn is crucial for getting a T4 Bloodbraid Elf. Secondly, by running 5 manlands, 3 Raging Ravine and 2 Treetop Village, the deck needs a lot of mana to fuel the activation cost. If the deck ever goes back to running 2-3 manlands, 24 lands would probably suffice.

The removal suite in this deck is very flexible and debatable and is very meta dependent. Fatal Push/Terminate favors Humans and general aggro. Abrupt Decay is more for control and Affinity or Lantern. Lightning Bolt is a general catch-all and is the best of the three to hit off Bloodbraid Elf as there is always a target.

Thoughtseize is run as a one of simply to avoid over shocking ourselves however it is often a vital tool against big mana decks and control. I could see going up to 2 copies and cutting one Inquisition of Kozilek. A one of Maelstrom Pulse is a catch-all that is sometimes the only answer for general enchantment and planeswalker removal. Kolaghan's Command is a great utility card that 99% of the time has 2 relevant modes. Some decks run 1 Kolaghan's Command MB/1 SB and 2 Maelstrom Pulse MB. This again is driven by the meta.

The only card I could see potentially being too situational would be Liliana, the Last Hope but with the meta being as aggressive as it is right now, I prefer to have one MB and one additional SB for humans.

I hope that helps some. Please let me know what SPECIFIC examples you have if you disagree with any of the above statements. The deck really runs well and has a sort of toolbox-y feel to it at times. You often have to decide whether to "Bolt the Bird" / "Push the Bird" / "Decay the Bird" and choosing the correct one can determine the outcome of the game.

abby315 on W: Raging Ravine H: Binder

5 months ago

Title! I got a binder of goodies and looking for some Raging Ravines. Throw me an offer if interested. :)

rlv on 4C Cascade

5 months ago

Here's a few things of which I think you should be aware: 1) I think there might not be enough enough lands. Jund and Abzan usually play 23 lands and they didn't have as many 4 drops. This decks really needs to hit its fourth land to play its strong cards. 2) This also means it probably doesn't wan't to play creature lands like Raging Ravine. Not playing a card because a land came in tapped might be the difference between winning and losing. 3) Make sure the mana base can actually play all of the cards in time as well. Because this is a 4 color deck, it's harder to get the right colors sometimes and this is especially true if multiple cards have 2 of the same color in their mana costs. For instance, if this deck had Liliana of the Veil, Eternal Witness, and Vendilion Clique in the main, it could be difficult getting double black, double green, and double blue by turn 3. 4) You can get away with playing Fatal Push over Terminate if you have Liliana of the Veil because Liliana will help force opponents into sacrificing the creatures a fatal push can't destroy. Basically, Liliana acts like a terminate if you use Bolt and Push to remove everything else. 5) Dreadbore makes more sense now than it did before because holding up mana isn't going to occur as often and because the difference in mana costs of fatal push and dreadbore are't as big when a decent amount of the time they will be cascaded into. It seems like a nice 1-of. 6) Be weary of playing Tarmogoyf and Tasigur, the Golden Fang/Gurmag Angler in the same deck. One creature wants cards in the graveyard and the others remove cards in the graveyard. 7) Make sure you have a good reason for cards in your deck. One card I question is Spreading Seas. The only time I see this card is in Merfolk and control decks. Even control decks don't play it that often. I don't know if it accomplishes much in this deck and it's actually something that seems weird to cascade into for a creature based deck.

Everything just said are things I think you should think about. Of course, it's your deck so you can do what you want. Here's the deck I created yesterday after seeing yours if you want to steal some ideas. The maybeboard is mainly cards I'm considering for the sideboard. Temur Rampscade

xTCBxNightmare on Jund Good? (Weekly competition updates)

6 months ago

abby315, I enjoyed the article very much. I wanted to say thank you before posting an update.

I definitely need to acquire Treetop Village. I think I am going to playtest with my friends before pulling the trigger on those, but I think i like the fact that they can trample through 1/1 spirit tokens with ease, and are half the activation cost of Raging Ravine.

Moved Decays sideboard and Terminates and a single Dreadbore into main in their place, but also saw two different decks with Mainboard Bloodmoon at my LGS tonight.

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