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
4 weeks ago
Avatar of the Resolute is your bread and butter in this type of deck. You might even consider graft cards such as Llanowar Reborn, Simic Initiate, Aquastrand Spider because of their interaction with Hardened Scales and Winding constrictor. Oath of Nissa feels unnecessary I would much rather run Lead the Stampede. Bloodhall Ooze can stack counters fast because its abilities trigger seperately, meaning with a winding constrictor on the board, he will be getting 4 counters each turn. With your mana curve, you can probably cut down to 22 lands as well, so long as you replace your slow dual lands with shocks. Also, Raging Ravine is not only generally better than Hissing quagmire, but also fits your counters theme.
1 month ago
Phyrexian Crusader just overperformed in testing. Together with Jace, Architect of Thought held off two Eternal Scourge getting looped with Relic of Progenitus from a skred deck then Jace ultimate FTW. Fends off Raging Ravine, Nahiri, the Harbinger, cuts through Lingering Souls tokens. Aside from Lightning Bolt & Path to Exile , dodges Terminate, Slaughter Pact, Doom Blade Victim of Night, Anger of the Gods... Gives you an out if opponent gets infinite life. Play 2 copies main or 4 sideboard. Not trying to win fast just buying time. My list: Modern VlaDimir Control
1 month ago
Of the cards to cut I would cut Raging Ravine and Evolutionary Leap right off the bat. I would replace them with Sheltered Thicket and Nature's Lore. I'm not a fan of tapped lands in a non budget list, but Sheltered Thicket does count as a mountain/forest. what are you trying to do with Nissa, Vital Force? the :---3 ability or ultimate? Graveyard recursion is very much needed in this deck. Yet so is reach/flying. If you were to run Vesuva or Thespian's Stage, what land would you copy? I can't see anything, not unless an opponent has something bad ass that you need. If we can't copy Gaea's Cradle what's the point? / has few options for spot removal, we might need to keep them in.
As far as the art for Nature's Lore, I personally like the one from Alan Rabinowitz. It just shows how nature continues to grow. And an alt art of that could be bad ass.
1 month 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 month 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
2 months 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.
2 months 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.
2 months 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.