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
16 hours ago
VexenX Let's see, cuts...
Uh if I were you I'd cut Raging Ravine first off. Yea it's cool it's an elemental but it only become relevant if you draw into it. No reason to tutor for it cuz there are just better options, and you win with bigger creatures. I've played with it before. It doesn't come up often and when it does it usually stays as a land.
Also, have you tried Earthcraft? It's a stupid spell if you're looking for dumb amounts of mana, and it's another piece for the "Omnath/perilous-forays-land-thing-that's-not-really-a-combo" Combo. I've done degenerate things with it so it's good for me.
I'm starting to not like Doubling Season in the deck. Feels either winmore-y or I see it destroyed in response to me putting a land into play. Maybe it's just my meta but I'm not sure if it impacts the game more than it does. What about you?
It's also bloated in price so I might trade it out for other stuff.pick up another when they are reprinted. Mina and den will do fine as a replacement for now...
Far as the nature's lore goes, I'd go with the Alan Rabinowitz art, just because I can see myself making an alter that would showcase the guy looking at a kool-aid packet instead of the yellow star. Flavour for the win lol.
I made an alter art of Omnath, it's pretty derpy if you ask me but I love it. Once I figure out how to post pictures on this forum I submit it to the alter page or something...
1 day ago
Beebles: Great suggestions! Most of those cards have either been considered, or have been a part of the deck at some point.
Undiscovered Paradise seems ok, but is not every exciting. It is just to liner
The Panoramas are a great budget addition. The problem with including them here is I need a good pool of basic lands because of of the ramp in the deck.
Valakut, the Molten Pinnacle is a great card, but there is not enough Mountains in the deck to make it really worth it. 7 basics and 3 dual to be exact. that means there is only 6 triggers... Not great.
Quirion Ranger is not bad either for the late game.... the problem is there is rarely a late game with this deck... lol
SO, before I make an update, I would appreciate some insight! There are a few cards I am thinking about adding, and a few I am WILLING to cut. It does not mean I am going to cut them if not necessary. (Of course cutting a land would mean replacing it with another land).
If there is any other cards that anyone can think about cutting or adding for this update people let me know before tomorrow night, when I make the update!!!
- World Breaker
- Verdant Confluence
- Mina and Denn, Wildborn
- Evolutionary Leap
- Blighted Woodland
- Wastes (alongside World Breaker)
- Raging Ravine
1 month ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.
1 month ago
Nice list- you considered Nihil Spellbomb to grow those goyfs? Volcanic Fallout or Jund Charm in place of Kozilek's Return, to dodge the 3 mana Anger of the Gods hitting your own creatures although you did mention minor mana issues? I don't really have much to add, the deck reads like a 'best 1 and 2 drops in modern, so its gonna be interesting to streamline. Sitting so low on the curve leaves me feeling like there might be some dumb options for cards, but my mind is pulling a blank. Devastating Summons is one of the few cards I could see working here as a 1-of to take advantage of the low curve if you're finding your hand regularly empty and lands useless, but the slot would usually be better as a Raging Ravine in that case. Only thing I'd change would be adding my filter lands, but I'd test Violent Outburst as a way to get a free card at instant speed- Bloodbraid Elf was broken as all hell, theres no reason its little brother couldn't find a place when curves are lower.
1 month ago
I consider replacing: Birds of Paradise + Vithian Renegades with Smelt + Delver of Secrets
Flip to lower the curve and have a better beatdown option to deal damage while I'm disrupting the opponent.
Is it a better option than the current setup ?
In that case Raging Ravine probably becomes worse (without Birds to help activate it earlier) as come into play tapped land and should probably be replaced by a combination of Copperline Gorge + Spirebluff Canal.
1 month 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 month 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!