|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Uncommon|
Combos Browse all
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
2 days ago
Cut should be added
3 days ago
FullmetalWes, thank you for the +1 and your comment, but I'm working on other decks right now and Eidolon of the Great Revel is too expensive for me to just buy on a whim. That said, I'll definitely keep it in mind when I cycle back around to this deck.
As for Ramunap Ruins and Sunscorched Desert, I like the idea of running them together, but replacing 4 of my 18 lands with colorless sources seriously hinders my chances of starting off strong with a T1 Lightning Bolt or Lava Spike. I would, however, be willing to consider a 4/2 split between the two.
4 days ago
I see this is supposed to be budget but Eidolon of the Great Revel is great, at least in the sideboard against other fast decks. I'd recommend running playsets of Ramunap Ruins and Sunscorched Desert as great sources of extra damage and they're budget friendly!
5 days ago
Thanks #boomzilla555. Let's give this tagging thing a shot. I think you might be on to something with the Ramunap Ruins. I played last night with my current mono red burn First Burn in 15 Years (which admittedly is pretty 2D but I'm just coming out of retirement!) and it was so friggin' fast there would be almost no downside to taking an extra damage to occasionally use it for red and my weakest moments were when I was top decking and when I was flooded with mountains.
When it comes top Clifftop Retreat, I'm open to it but should I be worried about getting stuck with it first turn and losing the ability to come out swinging?
1 week ago
I plan on getting Cavern of Souls, however, it is a bit too expensive for me at the moment. I will have to do some testing with Ramunap Ruins, it is definitely a powerful effect, my main concern is that I almost never want above 3 lands, and never more than four, so Im not sure how effective it will end up being. As for the spirit guides, they seem powerful, but wildly inconsistent. I do have another build of this deck, called Hyper-whack, which runs spirit guides, and while they are sometimes incredible, they are just as often a dead card.
1 week ago
Looking pretty good dude. I've been playing Goblins for about a year and a half (Gobble the Goblins), and it's cool seeing it pop up.
I have few suggestions. First, Cavern of Souls. Perfect card against counter magic. Second, Ramunap Ruins. It's really good as a closer. Pushes that extra damage when you are getting flooded. Finally, Simian Spirit Guide. That card alone can speed up your clock by a turn. Turn 1 Piledriver or turn 2 one drop into a 'Whacker is as good as it sounds.
Let me know if you have any questions.
1 week ago
If you're going down the no fetch land path maybe try out Ramunap Ruins? And seeing as we're taking notes from standard give Hazoret the Fervent ago over Shrine of Burning Rage? Shrine seems too slow for modern burn.