Raging Ravine

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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

VraskaTheCursed on Interaction Manlands with Porphyry Nodes

2 weeks ago

You could definitely animate your land in response to the nodes trigger going on the stack at the beginning of your opponent's upkeep. In that case, if your manland has more power than another creature you control, then that other creature gets destroyed. If it has the least power among creatures you control, then it will get destroyed. if it's power is tied with another one of your creatures, your opponent chooses which one they want to destroy.

I don't see a scenario in which you'd want to animate your land in response to the trigger, unless you value a lower power creature more than the land. It's an interaction that could always be useful, say, when you have a Raging Ravine and would like to keep your 2/3 Tarmogoyf or Dark Confidant. or if you have a way to recur the land but not the creature.

hope this helps.

APPLE01DOJ on Azorius Blue/White Control

2 weeks ago

Well they could side in Molten Rain or Choke or Blood Moon or any number of hate cards against you. That's what makes Negate valuable. Your job as the Control pilot is to know what you can and absolutely can't let get through. In addition Fatal Push, Spreading Seas, and Ghost Quarter are common MB cards. You're not going to be able to stop everything all the time, thus having multiple win conditions is important but your goal is not to out aggro the opponent but the long game. You want to prevent and neutralize threats until your opponent is out of outs and loses to a flying 4/4 or 3 1/1s. Some thing also to consider is that the majority of modern decks kill themselves through the long game.

With all that being said, one of the biggest threats against Control is opposing manlands such as Treetop Village or Raging Ravine. You can't counter these and they're immune to sorcery speed board whipes. You may want to add a few Ghost Quarter or Field of Ruin to your mana base.

osumatthew on Esper Spirits

3 weeks ago

11/16/17 Update

This is a little awkward, since I had updated this just a few days ago based on Monday's performance, but I had another tournament on Thursday, as well as a few changes to the deck.

Mainboard -1 Fatal Push, -1 Concealed Courtyard, -1 Path to Exile, +1 Cavern of Souls, +2 Zealous Persecution

This deck needed at least one copy of Cavern of Souls, and buying one copy wouldn't break my budget, so I picked it up from my LGS for their modern tournament tonight. I also felt like the single target removal was too heavy, so cut one of each of those spells for 2 Zealous Persecution, which acts as both a pseudo board clear and/or a damage boost for me. With these changes made, I sat down for my first match:

Match 1

G1: My opponent was actually the same guy I played on Monday who was running the B/W control list. My opponent was on the play, which was a little worrying, especially because he was running aggressive hand disruption. We both built up solid board states with our respective copies of Lingering Souls, but this was exactly the match that I had brought in tech for. Zealous Persecution wiped his board and allowed me to swing a ton of damage through, which snowballed into a win.

G2: My opponent had a solid game, preventing me from really sticking anything substantive on the board, then resolved Baneslayer Angel. I misplayed by not copying it with Phantasmal Image, but wasn't punished too much, as a Liliana, the Last Hope would have killed it anyways. I couldn't find an answer, and scooped.

G3: This was another grindy game, but I finally managed to stick a pair of Drogskol Captains that quickly won the game for me. WIN

Match 2

G1: I started on the play, and discovered that my opponent was on U/W control, not a particularly good matchup for me. I tried to race him, but a pair of Supreme Verdict shut that plan down and I scooped.

G2: I started on the play again, and resolved a Geist of Saint Traft that my opponent couldn't easily handle, followed by multiple copies of Lingering Souls, leading to a fairly easy win.

G3: My opponent was on the play, but an early Duress from me knocked out Path to Exile, and Lingering Souls was able to steadily eat away his life total. WIN

Match 3

G1: My opponent was playing Jund and Thoughtseized me three times in a row. I was able to stick a few minions, and he thought he could stabilize with a Scavenging Ooze, but ended up being 1 mana off from healing out of lethal range. I swung with my spirit tokens for the win.

G2: This time my opponent was more careful with his life total. I was able to keep the game competitive, but some bad draws combined with a resolved Liliana, the Last Hope was enough to clinch the game for him.

G3: I was back on the play, and opened to a blistering start. I immediately began pushing damage through, forcing my opponent to try and protect his life total with Scavenging Ooze, even forcing him to use his Raging Ravine for mana. However, it wasn't enough for him, and pumped up Mausoleum Wanderer and some Lingering Souls tokens were enough to push lethal damage through, with Zealous Persecution to prevent any attempt to survive with the Ooze. WIN

Match 4

As I was now the only undefeated player, I was paired down with a 2-1 player who had had a bye the previous round. He was Jeskai Control, which created a problem, as he had access to additional spot removal and sweepers.

G1: I started off well enough, but he was eventually able to clear my board and resolve a Chandra, Torch of Defiance that I was unable to deal with, forcing me to scoop.

G2: Having boarded in Disdainful Stroke and Duress, I was better equipped to handle my opponent's creature light deck. I built up a large board state and Selfless Spirit dodged Anger of the Gods. My opponent tried to sweep my board again with Supreme Verdict, but Spell Queller flashed out to stop that, and a Disdainful Stroke kept his Logic Knot from countering my play. At that point, I was able to push damage through for the win.

G3: I actually had a fantastic start this game, with Mausoleum Wanderer into Selfless Spirit, backed by a pair of Spell Quellers. A Keranos, God of Storms tried to turn the tide for my opponent, but Rattlechains and Drogskol Captain kept my creatures alive and enable me to swing through for the victory. WIN

Final Record: 4-0-0

I think that the changes to my list worked rather well, though I'm still not convinced that the deck is at its most optimal. I'd like to pick up more copies of Cavern of Souls, though not at the moment due to the card's price tag. I'm also wondering if Collective Brutality is worth putting in the sideboard over Duress, but given the relatively large number of planes walkers being run currently, I feel that Duress is better. Anyways, feel free to let me know what you think, and I'll likely update again soon!

Mandalorian on Death is OK for Prossh

1 month ago

...FOR NON BUDGET

While these are more expensive, they are the better kinds of mana fixing you can find for EDH

Fetches- Wooded Foothills, Bloodstained Mire, Verdant Catacombs, and other off color fetches

Shocks- Stomping Ground, Overgrown Tomb, Blood Crypt

Filter- Fire-Lit Thicket, Twilight Mire, Graven Cairns

Grove of the Burnwillows

Alpha Duals are another consideration but they are over 100$ a piece, outside of most peoples budget. Same goes for Gaea's Cradle.

Lastly, some of these are cheap and some are not, but every EDH deck should have some utility lands like the ones you have in Rogues Passage and Kher Keep. Some other ones are-

Barren Moor and other mono colored cycle lands

Oran-Rief, the Vastwood

Raging Ravine and other creature lands

Grim Backwoods

Mortuary Mire

Blighted Woodland

...

sylvannos on Need help building around a ...

1 month ago

You don't need anything other than Pyroclasm/Anger of the Gods/Pyrohemia and creatures with enrage. You can ramp with Search for Tomorrow and Sakura-Tribe Elder (that way, you don't kill your own mana dorks).

The list I've been messing around with so far is:

1x Cavern of Souls
3x Forest
1x Kessig Wolf Run
5x Mountain
4x Raging Ravine
4x Stomping Ground
4x Wooded Foothills

1x Hazoret the Fervent
1x Nylea, God of the Hunt
1x Purphoros, God of the Forge
1x Rhonas the Indomitable
4x Ripjaw Raptor
2x Simian Spirit Guide
4x Snapping Sailback
1x Xenagos, God of Revels

3x Blood Moon
4x Braid of Fire
4x Lightning Bolt
4x Pyroclasm
4x Pyrohemia
4x Search for Tomorrow

Sideboard:
2x Ancient Grudge
1x Blood Moon
1x Chandra, Flamecaller
1x Choke
4x Destructive Revelry
2x Grafdigger's Cage
1x Grim Lavamancer
2x Scavenging Ooze
1x Vexing Shusher

I'm hoping we get a wider variety of enrage creatures later in the block, because right now I feel as though this list is weaker than playing Dragons (Thundermaw Hellkite and Stormbreath Dragon, specifically) or Tooth and Nail.

DarkHamlet on Why not Hydras?

2 months ago

You may considerate take out Domri Rade 'cause the deck hasn't enought creatures.

A little suggestion:

-2 Cinder Glade, +2 Wooded Foothills, for improve untapped lands.

-2 Mutagenic Growth, +2 Vines of Vastwood, for better protection.

-2 Mountain, -2 Blossoming Defense, +4 Narnam Renegade, for early defense.

Move Mistcutter Hydra to Sideboard.

Good cards to considerate:

Raging Ravine, Llanowar Reborn, Rogue's Passage, Mold Adder, Young Wolf, Hardened Scales, Fog, Lightning Greaves

Byebye! :D

Xica on Help make a competitive Rat ...

2 months ago

APPLE01DOJ
"If you want to make a deck competitive you simply need to add competitive cards."
The statement above is only true if you are talking about midrange.
Combo decks for example, can do pretty well with rarely played cards.
Same is true about prison strategies.


Pack Rat is an extremely powerful card, but - like many others - its suffered from what i like to card "standard visibility syndrome".

When a card does well in standard, as it rotates out modern spikes pick it up, and keep it for a year or so in the deck, if its not integral to the strategy.Some examples:
Kolaghan's Command, Courser of Kruphix, Huntmaster of the Fells  Flip, Olivia Voldaren... etc.
Such cards go in and out of Jund all the time, while its core of Dark Confidant, Tarmogoyf, Liliana of the Veil, Raging Ravine & Lightning Bolt are always included.

That doesn't mean that Kolaghan's Command, or Courser of Kruphix are bad.
(Tireless Tracker & Grim Flayer are the next two cards to come out from the "only true competitive" Jund lists...)

Its entirely possible to build a prison deck with discard, rats with deathtouch + 6-8x Viridian Longbow, and some crazy stuff like recurring Chittering Rats

GayLasagna on Red Gerblins

3 months ago

Goblin Rabblemaster
Bloodmark Mentor
Goblin Piledriver

Domri Rade would work as a planeswalker with this deck as well, but you would need to have Raging Ravine or any other card that adds red as well as green to your playing field. Same can be said for Arlinn Kord  Flip

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