Raugrin Triome

Raugrin Triome

Land — Island Mountain Plains

(: Gain , or .)

Raugrin Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Trade

Have (2) gildan_bladeborn , Taki117
Want (2) Willzyx , iluvbacon610

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Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Raugrin Triome Discussion

Oloro_Magic on Walking the Eternities

1 week ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

Daedalus19876 on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

1 month ago

MapPsycho: Thank you! :D I was quite surprised myself, haha! In a later game with a different group, I accidentally pulled off a bizarre six-card combo that I didn't know I had (Raugrin Triome + Steam Vents + Snap + Sea-Dasher Octopus + Vadrok, Apex of Thunder + multiple copies of High Tide). The point is, I love this deck so much.

sam171z: They made lots of snide comments at the beginning of the game about "Vadrok isn't cEDH, why would you bother trying to play with us if we're just gonna crush you??" They shut up pretty quickly when they ragequit. My Vadrok still isn't a true cEDH deck -- I think Vadrok has legitimate cEDH potential but I haven't fully optimized in that direction -- but I'm VERY pleased with its performance right now.

Vash13 on Swiss army knife commander deck

1 month ago

Well absolutely then I guess ill just go down your list. LANDS: First I see nykthos, an amazing card but I gotta wonder if your getting real value in a tri color deck, maybe swap for a Raugrin Triome, would play well with all your fetches. Then other than that I'd swap out some of those tap land some of their abilities are nice but at the end of the day not much is worth being a turn behind on mana ENCHANTMENTS: first off I love Soothsaying +ramp many dont appreciate it but I think the layline and underworld breach are over rated and I would opt for some general control to help with the slower game play here I'd suggest Mana Web and Price of Glory two great cards for general slowing of others decks Rising Waters also can go well in a low creature deck like this, then with all your artifacts Mechanized Production would be a great alternate wincon. ARTIFACTS: well since your going for ramp.mostly with your artifacts there's not much to say here but the goggles do feel heavy and slow with your tiny creature swarm I'd be tempted to put a Meekstone in here making sure anything too big your opponents get doesn't get more than one shot at ya. INSTANTS: Ok what I'm about to say won't be popular but I've never cared for the charmes and I dont like benevolent gift, seems slow and not worth a slot and battle hymn and repeated reverberation dont ever pay off quit right with no mana dump or storm casting theme respectively. For all these since your in the best colors for it I'd almost swap all your instant cards out for cards like Swords to Plowshares, Counterspell, and Lightning Bolt and take advantage of instant speed shut downs. CREATURES: I like your creatures for this theme but since your in white I've been suggesting Drannith Magistrate a lot it's cheap and puts out opponent commanders forcing them to deal with it. SORCERY:you got a lot of expensive sorcery cards here so many could go, but mainly since you have so much card draw and ramp I'd recommend Approach of the Second Sun, great additional wincon. PLAINSWALKERS: here we enter my one week spot in MTG I honestly only own like 3 lol and they are all just to support certain themes so I dont know if these are your best choice but they look solid to me... Well there we go that was as thorough as I could be, I hope some of this is helpful and if you have any questions about my suggestions pls feel free to ask(also I just want you to know my thoroughness is purely out of respect not criticism:).)

multimedia on EDH Ur Dragon Tribal

1 month ago

Hey, good start.

Sol Ring, Command Tower and Arcane Signet are three staples in Commander that are within the budget here. Scion of the Ur-Dragon, Utvara Hellkite and Lathliss, Dragon Queen are Dragon upgrades. Dragon Tempest has powerful effects with Dragons. Elemental Bond is good repeatable draw with Dragons.

Ketria Triome and Raugrin Triome are the other two Triomes and Ketria is good in combination with Indatha Triome with Skyshroud Claim which can give you all five colors from two Triomes. Nature's Lore is another land ramp spell that can search for a Forest Triome or Forest Shock land. Crop Rotation is a land tutor for any land and puts the land onto the battlefield. Haven of the Spirit Dragon is another Rainbow land for Dragons.

Cards to consider cutting:

mtgApprentice21 on Breya, Ghost in the Shell OVER 65 INFINITE COMBOS

2 months ago

Try switching out Cavern of Souls with Volrath's Stronghold. It should work better. The cavern gives you two main creature types to choose from, which stretches it too thin. The stronghold lets you just recur the things that "didn't work the first time... or the second time... etc." Thespian stage might also help, but I'm not sure what you should throw out for that though. Nomad Outpost and Mystic Monastery should be replaced with the proper Ikorian Triomes though: Savai Triome and Raugrin Triome, respectively.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

multimedia on IKO Vadrok standard commander

2 months ago

Hey, looks like you opened an Ikoria booster box and got some nice rares/mythics. I'm jealous of the alt art/foil Raugrin Triome :)

I'm confused about your deck. The entire deck is all Ikoria cards except 1x Temple of Enlightenment which is in Theros Return. The Temple tells me that you can play other Standard legal cards in the format you're playing. Can you play other Standard legal cards? There's other legal sets besides Ikoria in Standard.

Budget cards from Ikoria to consider adding:

  • Pollywog Symbiote: reducing the mana cost of mutate and draw/discard a card is very good value with Vadrok for a two drop.
  • Cathartic Reunion: discard cards for Vadrok and then draw cards.
  • Sea-Dasher Octopus: flash makes this one of the better mutate creatures since can mutate at instant speed for two mana.
  • Snapdax, Apex of the Hunt: can cast it for it's mutate cost without needing black mana and double strike is good with flying.
  • Jubilant Skybonder: three drop 2/2 flying creature who makes it harder to kill Vadrok/mutated creature since it will have flying.

These are just cards from Ikoria. There's many budget cards that could be good with Vadrok in other Standard legal sets. Would you like me to suggest them?

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