|Commander / EDH||Legal|
Printings View all
|Duel Decks: Mind vs Might (DDS)||Common|
|Commander 2016 (C16)||Common|
|Eternal Masters (EMA)||Common|
|Fate Reforged (FRF)||Basic land|
|Khans of Tarkir (KTK)||Common|
Combos Browse all
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
: Add or to your mana pool.
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|Have (11)||ZombieFood , maR2307 , , Malachy_ , Va1mar , PTsmitty , ironax , acbooster , gildan_bladeborn , bakunet , saj0219|
Rugged Highlands Discussion
1 week ago
Rugged Highlands is probably the best common tapland for your colors.
Goblin Bushwhacker is insane with tokens, and most decks that run Reckless Bushwhacker should run both.
Your creatures are generally terrible. There's no other way I can put it. You're playing a bunch of 2/2's and 2/1's for 2 mana with slight upside, and 3/2's for 3 mana with the same. Kashi-Tribe Warriors stands out because it's a 5-mana 2/4. There are so many 5-drops that are better (ex. Stampeding Elk Herd). Alternatively, you could skip the 5-drops and just play more 1-drops and 2-drops (Wild Nacatl, Kird Ape, Burning-Tree Emissary stand out).
Life Goes On is a sideboard-only card that you bring in against burn decks. Never mainboard it because it's generally bad.
You describe Massive Raid as a generally solid burn spell. Outnumber does the same thing for , except it can't go to your opponent's face. And if you want to talk about burn spells that actually deserve to be called "solid", Lightning Bolt is where you should be starting.
You're a green aggro deck in Noble, therefore Rancor is probably good in your deck.
I wonder if Stampede Driver would be good in this deck.
1 week ago
Nice try here, a word of advise,try and find what your deck is going to do,it seems like you want to do a little too many things at the same time,like steal your opponents creatures and playing your own,and destroy lands!
I suggest cutting on the Act of Treason effects all togetherInstead of destroying your opponents lands ,why not use ramp like Harrow or Rampant Growth and playsets (or 3 ofs) of Kinjalli's Caller , Drover of the Mighty ,Otepec Huntmastersome nice cheap dinos to consider :Ranging Raptors,Charging Monstrosaur, Kinjalli's Sunwing ,Goring Ceratops,Verdant Sun's Avatar,Wakening Sun's Avatar,Thundering Spineback
about the lands,the desserts don't contribute to your plan,try some cheap tap lands like Jungle Shrine,Rugged Highlands,Blossoming Sands,Wind-Scarred Crag or go the extra mile and hit some check lands like Rootbound Crag,Sunpetal Grove,Clifftop Retreat
2 weeks ago
Hey looking for some feed back on this deck, it's a budget deck and relatively fun to play but what are some good cards to add as I don't have a side board yet.
1 Sarkhan, the Dragonspeaker (Planeswalker, Mythic Rare)1 Atarka, World Render (Rare)1 Archwing Dragon (Rare)1 Crucible of Fire (Rare)1 Dragon Tempest (Rare)1 Foe-Razer Regent (Rare)3 Frontier Siege (Rare)1 Guild Feud (Rare)1 Ulvenwald Tracker (Rare)2 Setessan Tactics (Rare)1 Hunted Dragon (Rare)1 Siege Dragon (Rare)1 Harbinger of the Hunt (Rare)
1 month ago
You need more ramp to get your big dragons out sooner! Might I suggest taking out Reclamation Sage, Skyship Stalker and Crucible of Fire and replace them with Birds of Paradise, Sylvan Caryatid and Shaman of Forgotten Ways if budget allows. If not Elvish Mystic, Whisperer of the Wilds and Rattleclaw Mystic. Always a fun addition Dragon Tempest. Also to get all three colors more reliably replace the Rugged Highlands and two Thornwood Falls with Evolving Wilds. You could also use the Kaladesh Fastlands Botanical Sanctum and Spirebluff Canal as they are relatively cheap money wise and have a chance at entering untapped. Same goes for the Battleland from Zendikar Cinder Glade.
Take a look at my list Rampaging Dragonlords if you like. It's not very competitive or anything but it can hold its own! Sorry for the wall of text. But I love my dragons and I have started out as you did. Wished someone had given me more pointers at the time being new to the game and all. So I hope that helps :) If you have any questions fire away!
1 month ago
aholder7 is right -- with more and better lands, suddenly things like Esper Charm, Maelstrom Nexus, Cryptic Command, and Maelstrom Archangel shoot up drastically in price and Snapcaster Mage/Tarmogoyf go down (or at least don't get any better).
As to Gleeock's comment (and also for the OP), I think MaRo is right when he argues that the color pie is one of the most important and fundamental pillars of Magic. If the quality and quantity of dual lands enabled every player to build 5-color decks, there would be no point in having counterspells be exclusively U, or unconditional killspells being B, or beefy creatures being G. And even though you can invest a lot of money into making a 5-c base work, you still don't see competitive players running cards with WUGRB in the costs. Instead, pro decks are 3 colors with a 4th splashed, max (unless it's an inherently unfair deck like Dredge), and those multicolor decks still don't always outperform decks like mono-R Burn with W splash (which recently took a Modern title). (In the same vein, mono-R and mono-B are both top decks in Standard currently.) In that way, the downsides of dual lands are actually restricting power level of old formats like Modern, which is a great aid to players looking to enter into competitive play.
Even great dual lands like shocks and fetches reduce decks' consistencies (through life loss if nothing else), which gives mono-colored decks an edge that they wouldn't otherwise have.
Yes, reprints and/or more dual lands are essential to reducing costs of Standard and older formats, but you'll notice that every block of the New World Order had a rare cycle of dual lands -- Origins had painlands, BfZ manlands, SOI reveal-lands or whatever they're called, KLD fastlands, and AMK bicycle lands. So WotC is aware of the problem, and they consistently print solutions to that problem, even if they aren't all shocklands.
That's not even to mention the uncommon/common cycles of taplands reprinted. Which, by the way, Rugged Highlands, Skyline Cascade, and Ramunap Ruins have come a long way since the days of Gruul Guildgate, so I'd argue Wizards IS slowly pushing the bounds of how much upside they can print on a tapland.
2 months ago
So these are the main land changes I would make. And that's provided you don't change any basic land. Change that Gruul Guildgate to a Rootbound Crag. Change a Rugged Highlands to a Gruul Turf. Yes it still comes in tapped but it taps for both red and green. Change the other Rugged Highlands to a Cinder Glade.
3 months ago
Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.
Frost walker and Cyclone sire are more 60-card format cards.
Torrent elemental is illegal.
Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.
Gruul charm is bad. Be greener and invest in trample.
Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.
Burn is bad in EDH.
I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):
For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:
Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.
4 months ago
Commander is certainly my favorite format!! I would be happy to give ya a few pointers for what it's worth!
One thing that I noticed off the bat is that you have lots of tapped lands! I think you will find that very annoying to you and even that you don't need quite so many dual lands in the deck. I would take out Inspiring Vantage and in stead put in Clifftop Retreat. As well, I think Hanweir Battlements does nothing for you but slow you down since your commander already gives haste. However, if you run Hanweir Garrison (which I think you should) then it might be worth leaving in!
Myriad Landscape, Needle Spires, Rugged Highlands, Scattered Groves, Sheltered Thicket, Blossoming Sands, Sunscorched Desert, Teetering Peaks and Wind-Scarred Crag could be taken out, I would throw in some more basic lands unless you feel like dropping a lot of money on a deck and get some expensive but good dual lands which don't enter tapped... but I don't think you will need those honestly.
I feel like currently the deck is all over the place! It needs a little focusing to where you want to go with this. Commander is much more fun when you focus on getting out fun combos or cards that pair well together!
I think what i'll do is tell you about some cards you don't need in here and then some cards that you should absolutely put in here, and then some directions you might want to go towards with the deck!
Ruric Thar, the Unbowed is a good card, but you are running too many non creature cards! He will hurt ya! (i built a commander deck with this guy as the commander. If you want to use him still, you can check out that deck for inspiration). Stop Hitting Yourself!
Zendikar Incarnate , Omnath, Locus of Rage and Mina and Denn, Wildborn are better for landfall decks, and won't be as much use outside of it. By the time you have 4 mana, you typically won't have more than one land card in hand at a time anyways, and if you just want the trample ability, there are much better cards out there for ya!
You can find better cards than Sylvan Reclamation for removal, depending on what you decide to do with the deck!
Wilderness Elemental is not particularly great.
Radha, Heir to Keld is not bad, but the two red mana empties from your mana pool after your combat phase ends. if you want to go for mana ramp and something similar, might i suggest Savage Ventmaw or Skyshroud Elf? Those two are similar but in different ways. The nice thing about skyshroud is that he can tap for green, red or white (since he taps for green and the second ability would allow you to use that green mana to turn it either red or white) and you can use it to filter your mana to the color you want (besides green). the mana produced by Savage Ventmaw doesn't deplete between phases.
Oversoul of Dusk while hybrid mana, is harder to cast in your 3 color deck and the card itself isn't necessarily that great. Green and white are very common colors in commander.Now Rubblebelt Raiders on the other hand.. might be worth it, and less mana intensive!
Odric, Lunarch Marshal gives all your creatures double strike and vigilance when you have your commander out.
Bastion Protector aslo pairs well with Odric.. all creatures you control get indestructible.
Odric, Master Tactician is also good for you no matter what direction you decide to go with the deck!Content goes here
I see this really going anywhere. Your commander is quite flexible!
- You could find some way to play with your commander's untap ability (with things like Intrepid Hero or Heartless Hidetsugu and other cool creature tap abilities). you could use Illusionist's Bracers to copy the untap effect when you pay the mana cost. Heck, you could untap her with that free untap. Creatures with tap abilities can tap the same turn they come out as long as you control your commander!
- You could build a token deck featuring things with "devour" creatures, Anointed Procession and Parallel Lives.
- you could focus on large creatures that you can cast to smash into opponents the same turn they come out.
That's about all I have for now.. decide what you want to do to focus the deck and I will be looking to give you ideas wherever you decide to go with this!