Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
: Gain or .
|Have (2)||gildan_bladeborn , Smokingclays|
|Want (3)||Rallen , bloodmoonhowler , MisterFamous|
Printings View all
|Commander 2019 (C19)||Common|
|Core Set 2020 (M20)||Basic land|
|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
|Commander / EDH||Legal|
Rugged Highlands occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
RG (Gruul): 1.15%
Rugged Highlands Discussion
1 month ago
Hey, you're welcome :)
What's the max budget you have to make card upgrades? When you finish making upgrades what price range can you have for total deck cost? The precon for example at $60 is low and I would hope you could afford at least $50 for upgrades. If you can afford more expensive price cards then my card suggestions will be different then if you can't. Smothering Tithe and Birds of Paradise for example are very good cards for ramp, but they might be too expensive for the budget.
What advice about upgrades would you like?
Some cards from the precon that can be cut since they're not as good as others or don't have good enough synergy with Ghired:
- Blossoming Sands
- Graypelt Refuge
- Kazandu Refuge
- Rugged Highlands
- Cliffside Rescuer: can only protect something once which is not worth it when there's options that can be repeatable.
- Doomed Artisan: these tokens are not worth populating.
- Roc Egg: has to die before it does anything.
- Heart-Piercer Manticore: can be fine as creature removal, but I think there's better options.
- Scaretiller: too slow as ramp or anything else.
- Tahngarth, First Mate: belongs in it's own deck as Commander General.
- Atla Palani, Nest Tender: belongs in her own deck as Commander General.
- Soul of Zendikar: there's better six drops to play.
- Emmara Tandris: there's better seven drops to play.
- Tectonic Hellion: yikes.
- Desolation Twin: too much mana and the token is lackluster with no evasion.
- Commander's Insignia: not a good anthem effect for four mana.
- Full Flowering: this doesn't do anything unless you a lot of mana and a have a token on the battlefield to populate.
- Trostani's Judgment: there's much better lower mana cost options to exile a creature. Getting to also populate is not worth four or five extra mana.
- Soul Foundry: too slow.
4 months ago
So from playing in MTG arena it runs decently and if I get a good start with the cards for all parts of early, mid, and late game it runs real well. For example I'll be able to get 3 lands out on turn 2 by dropping a forest and Arboreal Grazer turn 1, then ideally a Gruul Guildgate or Rugged Highlands with the ability. Next turn I drop a mountain or forest and can drop Grumgully, the Generous or Rhythm of the Wild . Then turn 3 I drop another forest or mountain and can play Frenzied Arynx , with two sets of Riot or Riot plus a +1/+1. Then from there I just keep dropping land and planeswalkers as I can, and usually I am able to drop my Wrecking Beast and/or End-Raze Forerunners later to finish the game.
I've also noted Domri, Anarch of Bolas really really helps with early-mid game ramp+control. I'll have one or two creatures on the field but with his -2 ability to make creatures fight, I'm able to clear the field or keep the field equal between us while I continue to ramp up to late game.
I'm somewhat starting to feel the limits of Barge In too. As there will be times I have defenders and could successfully block without dying if I gave them the +2/+2, but since the spell only works on attackers I'm unable to do so. On the flip side though it does help me attack as expected. I've had some people try to sacrifice defenders mid game against my creatures without trample, and I can add this on after they already declared defenders. So basically it means I NEED to play aggressive where possible if I have them in my hand since I can't use them for defense. I might sideboard something else tough if I find I need to be on the defensive a lot more against a specific player in a tournament or bo3. This fits the theme of the deck though with riot allowing me to choose more aggression with Haste as needed early game, or use one of the riot stacks for haste late game.
In my arena deck I don't have Skarrgan Hellkite , so I just put in a 4th Frenzied Arynx and that has made sure I draw them more often. Something I 100% forgot though was that Grumgully, the Generous is a legendary creature. I've had a few games in Arena so far where I have two by mid game, and was worried I wouldn't have anything to drop when I emptied my hand out otherwise. Luckily (maybe?) so far they have targeted Grumgully, the Generous and killed him quickly. So in those cases I've been able to still play my other Grumgully, the Generous after the 1st is killed without waiting too long. With that though, I might look at removing one Grumgully, the Generous (to bring to a total of 3) to replace with the 4th Frenzied Arynx .
4 months ago
Why Growth-Chamber Guardian ? He's not that great and he's super mana expensive if you want to get him going. I might also take out Wildwood Tracker , since he stops growing at 2/2 and generally isn't great. You need some big creatures to put the threat on your opponent. I'd recommend Questing Beast and Skarrgan Hellkite . You also definitely want Embercleave (2-3 of them).
Next, your mana. 20 lands is not enough. Most competitive decks run 22-24. Since this is a low-mana deck, I'd recommend 22 (but you should experiment and see what works). You also need 4x Stomping Ground instead of Rugged Highlands . Any tapped land is a risk of putting yourself a full turn behind your opponent.
5 months ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
9 months ago
I would personally start by cutting Regrowth (too situational), Assault Strobe (too redundant), Pandemonium & Bedlam (too easy for them to hurt you more) and maybe Rampant Growth (you have other, similar cards that are simply better, so I doubt you'll miss it).
11 months ago
11 months ago
May I suggest you Crumbling Necropolis , Frontier Bivouac , Opulent Palace , Savage Lands , Jungle Shrine , Murmuring Bosk , Sandsteppe Citadel , Seaside Citadel , Vivid Grove , Vivid Crag , Vivid Creek , Rupture Spire , Transguild Promenade , Gateway Plaza , Exotic Orchard , Evolving Wilds and Terramorphic Expanse
Bloodfell Caves , Cinder Barrens , Dismal Backwater , Forsaken Sanctuary , Foul Orchard , Graypelt Refuge , Highland Lake , Jungle Hollow , Rugged Highlands , Scoured Barrens , Stone Quarry , Submerged Boneyard , Swiftwater Cliffs , Timber Gorge , Tranquil Cove , Wind-Scarred Crag and Woodland Stream .
I think it will increase the consistency of finding your colors. You can even lower your land count to 39 this way.