Land — Desert
T: Add to your mana pool.
T, Pay 1 life: Add R to your mana pool.
2RR, T, Sacrifice a Desert: Ramunap Ruins deals 2 damage to each opponent.
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Ramunap Ruins Discussion
9 hours ago
2 days ago
I hadn't even imagined using Anointed Procession with Jace, Cunning Castaway but that seems like a game winning combo. If you get the ultimate off (which shouldn't be difficult with a dedicated counterspell strategy like this) and tick down all 4 of your new Jace's that's a whopping 8 drakes! From what I can tell, the black splash is for mostly sideboard cards and that seems fine.
My (good) suggestions to you are to include one Field of Ruin, for destroying problem lands like Ramunap Ruins or any of the flipsides of transforming enchantment cycle from Ixalan. Unlike Ghost Quarter you get a basic land out of the deal too, so it doesn't hinder you to run one of these.I also second ProfesserTNT's suggestion of Fatal Push. Ramunap Red and Aggresive Pirate or Dino decks are going to be problematic for control decks in the new format and having an early play that deals with creatures is important. I would trim 2-3 Essence Scatter for Pushes.
My (jank) suggestions to you are to have alternate win cons or cards that play well with Anointed Procession. Namely, Revel in Riches and Call to the Feast. Revel can be a legitimately powerful win-con if you include more flat killspells and less exile effects. Call after Anointed is just going to beat the piss out of Ramunap Red because you're going to block and kill all their creatures and gain life doing it.
Overall, this deck seems very solid. It takes a typical control shell and adds a fun (and potentially backbreaking) twist. It's a +1 from me and I hope you update us on FNM performances.
6 days ago
Sorry, my last sentence should have read:
1 week ago
We get the new Land and we also get Unclaimed Territory, so in some ways the mana may be improved.
We don't need any longer as Grasp of Darkness is gone.
In its place Lightning Strike will come into play. It kills less Creatures, but gives an easy win if the Opponent is on 3 or less life.
This deck may very well end up stronger.
I will do some testing before I make a firm decision about that.
1 week ago
Would replace open fire with Hungry Flames and magma spray with Lightning Strike from ixalan. Would also run 10 deserts 2x Scavenger Grounds 4x Ramunap Ruins and 4x Sunscorched Desert. Cartouches play better with more creatures Bomat Courier can refill your hand, Earthshaker Khenra works like your crasher to deny a blocker. Also could use a sideboard . This is what I'm currently running after rotation.
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1 week ago
It could certainly be a viable build, and if it turns out to give me some trouble I may add more Sweltering Suns to the sideboard since all the pirates seem to have three toughness or lower. Then, even if they have Admiral Beckett Brass out, when Beckett dies from Suns, the other pirates lose their extra toughness and die from being dealt three damage and having three or less toughness, except they won't have Ramunap Ruins to try and finish me off later. Spell Pierce and similar are annoying, but post-SB against a deck like Grixis pirates, I would bring in 3-4 Sweltering Suns, Spell Pierce of my own, Jace's Defeat, possibly Supreme Will, etc.
2 weeks ago
I agree with Vamp17. Ramunap Ruins is ok, and it helps Fatal Push, but I would consider maybe an Evolving Wilds/Terramorphic Expanse type for a mana fixer and gets you Revolt for free. As for the split sorceries... I personally would drop Cut / Ribbons and Insult / Injury... up Fatal Push and Shock and then main board Chandra, Torch of Defiance. Should speed your deck up and pose more of a threat. You'll still have plenty of removal and ways to bring Soul-Scar Mage and Earthshaker Khenra back into play.
2 weeks ago
- 4x Metallic Mimic
- 4x Midnight Entourage
- 4x Gifted Aetherborn
- 4x Weaponcraft Enthusiast
- 4x Syndicate Trafficker
This gives us a 20 card core to the deck, from which we can go several directions. I'm thinking of exploring a couple of options, like a more controlling deck and a more synergistic resilient aggro deck.
We'll want to keep the land count pretty high, so we'll go for 24 lands which gives us 16 cards to play with. Grasp of Darkness is extremely good, but is going to come out of standard at some point which I'm not so sure about but you'll be able to play it for a few weeks. Fatal Push is very good but I'd probably only run 2 or 3. We're going to want to run some Yahenni's Expertise because it's pseudo-card advantage. I feel that it's almost worth running Unlicensed Disintegration in this build but it does make the manabase fucky. Aetherborn Marauder is an evasive beater that might get some big hits in depending.
so this begins to look like
- 4x Grasp of Darkness
- 3x Fatal Push
- 3x Yahenni's Expertise
- 4x Unlicensed Disintegration
- 2x Aetherborn Marauder
with lands looking like
- 4x Aether Hub
- 2x Ramunap Ruins
- 2x Ifnir Deadlands
- 2x Scavenger Grounds
- 9 Swamp
- 5 mountain (adjust to taste)
This one is a bit more fun, I think. We're going to go