Ramunap Excavator


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare
Promo Set (000) Rare

Combos Browse all

Ramunap Excavator

Creature — Cleric

You may play land cards from your graveyard.

Price & Acquistion Set Price Alerts



Recent Decks

Ramunap Excavator Discussion

Daedalus19876 on das mimeoplasma

17 hours ago

So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD

With that being said, there are several places I might tune this deck, sorted into the rough categories below:

Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.

Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)

Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.

Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.

Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.

I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.

I hope that helps!! :)

ToolmasterOfBrainerd on Modern Lands

1 day ago

I admit I'm a skeptic, but I playtested it once and it played turn 3 Azusa + 2 Ghost Quarters into Ramunap Excavator turn 4.... wow.

I like the idea a lot, but am a bit worried about the viability in modern. Without all-stars like Exploration, Maze of Ith, etc this will be difficult to make viable.

VanguardVII on Izoni, Golgari Aristocrat

1 day ago

MegaMatt13 Sure, my suggestions would be to cut Golgari Signet, Awakening Zone, Necrogenesis, Pernicious Deed, Saproling Symbiosis, Altar's Reap, Costly Plunder, Grapple with the Past, Grisly Salvage, Regrowth, Kodama's Reach and Cultivate. You can add more creatures with ETB to destroy artifacts or enchantments, creatures that mills you like Stitcher's Supplier and Glowspore Shaman, creatures to draw more like Bloodgift Demon, creatures to ramp like District Guide (this is kinda bad but you can find better ones) and I suggested both Cultivate and Kodama's Reach because you can add Harrow and take advantage by adding World Shaper and Ramunap Excavator . I hope this helps.

Arcanicka on Nature's Vengeance

4 days ago

I would suggest Exploration, Ramunap Excavator World Shaper, Field of Ruin, Ghost Quarter, and Tectonic Edge

Pikobyte on Mully

1 week ago

Why do you playCrucible of Worlds and Ramunap Excavator?

Both do nothing in the deck beside the rare case when The Gitrog Monster is on the field

Poly_raptor on Terravore and his merry band of land eaters

1 week ago

Hey Daedalus19876

Wasteland is a great shout.

I’m already running 3 Ramunap Excavator - which I opted for instead of Crucible of Worlds due to price.

That’s also the reason why I have the slower fetch lands instead of the obvious ones.

I have looked at Life from the Loam before and decided I’d rather have the Ramunap excavator because that’s more constant.

Thanks for the suggestions

Daedalus19876 on Terravore and his merry band of land eaters

1 week ago

What’s with the slow fetches? Also, no Wasteland (seems much better than Field of Ruin here)?

I’m primarily an EDH player so this may be off-base, but have you considered either Life from the Loam or Crucible of Worlds/Ramunap Excavator here?

RingoDingo92 on Om-Nom-Nom-Nath

2 weeks ago

I appreciate the suggestions for cuts, Metachemist, but I'll probably keep things as is (except for maybe swapping Landscape and Woodland - still haven't decided!).

Bloodstained Mire can only grab 10 lands in the deck, yes, but it's a lot easier to abuse than Landscape. That becomes especially relevant with cards like Crucible of Worlds, Ramunap Excavator , and Titania, Protector of Argoth.

As for Savage Ventmaw, like I said, I like him but I don't see him as necessary. If he gets haste, he's obviously better, but regardless I'm so spoiled with land drops in this deck that I almost never have issue with running out of mana to do stuff I want. If Omnath had some sort of paid ability, then I'd be more inclined, but thankfully he doesn't. Yeah Ventmaw provides a flying body, but I honestly can't recall flyers giving me problems yet. In most cases I either run far ahead of those decks thanks to all the ramp, and/or I can throw damage at things so easily with this deck that I can stymie a big board for my opponents.

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