Rugged Highlands


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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


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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Rugged Highlands Discussion

splatterb0y on Eldrazi Tron

1 month ago

So I went to a tournament in my LGS last saturday and got a mediocre result with this deck.

Out of 12 rounds I played, I only was able to assemble tron round 3 in 4 of the games.
The faces of people facing a Ulamog's Crusher turn 4 is priceless.

I think of the following changes to make the deck more consistent:
- 4x Brood Birthing into 4x Crop Rotation
- 4x Nest Invader into 4x Fierce Empath
- 3x Emrakul's Hatcher for 1 more Rolling Thunder and 2 Radiant Fountain
- 4x Rugged Highlands for 4x Crumbling Vestige
- 3x Druid's Deliverance into 3x Moment's Peace

BTW: Duress was the best card in my sideboard, because a lot of people played B/U Control decks.

splatterb0y on Eldrazi Tron

2 months ago

After some more testing I decided to drop 4x Rugged Highlands for 2x Mountain and 2x Forest, entering the battlefield tapped really slows the deck down and is not worth the 1 life gain.

Atanih on PD Werewolves! (KLD PD)

2 months ago

You are so very welcome, chiri! It's not as well optimized as I'd like and it's quite out of date, but I hope that as you play it/tweak it that it will become even better and a good Penny Dreadful companion for ya.

As for changes while looking back at this list that I might try testing, I'd consider replacing the Rugged Highlands with something like Pinecrest Ridge. Even though slow lands like that could be painful, having the guaranteed fixing turn one for Village Messenger  Flip would be nice since its a playset possibly. This deck is kind of mid-rangey and I'm not sure if Village Messenger  Flip furthers that goal appropriately. For a mid-range deck, maybe a turn one mana dork such as Fyndhorn Elves would work, even if it's not a werewolf.

Maybe look at other lists and build the curve from there. I'd take another look at the curve of the deck, since it's a bit too chock full of 3 drop creatures. Improving the consistency of this deck would be a positive thing, and the best place to start improving that is the mana curve. Even though I'm not sure if the current meta leans towards aggressive decks or ones that fight the long game, the cool thing about werewolves is that it has the pieces to be either aggressive or more mid-range.

I'd consider adding some more Moonmists in the sideboard (and honestly just rework the sideboard cards/amount of each effect depending on the current meta). Speaking of mana fixing and Moonmist, to further smooth the mana requirements you could consider putting in Moonmist as opposed to Spirit of the Hunt. Sure you don't get a 3/3 flash body (which I found to be not as awesome as it sounds since it wasn't terribly consistent), but it's guaranteed protection from combat damage as opposed to +0/+3 and guaranteed transformation, which I think may be more useful more of the time and more frequently attainable, as it's 2 CMC instead of 3, and just one green mana symbol instead of two.

DesArthes on tokenbaiting

2 months ago

Definitely you don't need Blazing Volley in sideboard, exactly opposite, you need something to defend your creatures from that effect. And there is solution: Spidersilk Armor. And Rugged Highlands for mana stabilization.

Bjornis on Red-Green Werewolves

2 months ago

What format is this deck for? If your plan is to build this deck for standard then you should know that all the cards in this deck except Tormenting Voice and to my surprise Oakenform have rotated out of the format. Honestly if you want to build a somewhat good werewolf deck I think your format is EDH where you can use Ulrich of the Krallenhorde  Flip as your commander. It would probably not be great, but fun and flavorful.

Regardless of this there are some things you should do be doing to make this build better.

  1. Cut your deck down to a 60 card mainboard and a 15 card sideboard this helps with consistency.

  2. Second get your curve lower, cut down on 2-drops and add in some 1-drops to make your deck faster. Personally I would run 4x Wolfbitten Captive  Flip and 4x Village Messenger  Flip. Also Sage of Ancient Lore  Flip is a bit awkward I don't really see it being worth the 5-mana. I would consider adding in Mondronen Shaman  Flip and Ulrich of the Krallenhorde  Flip. Really the best card for this deck is Huntmaster of the Fells  Flip but it is quite expensive.

  3. Add in some dual lands like Rugged Highlands and Evolving Wilds, even if they dont give you mana immediately they do make your deck a lot more consistent.

All around there is a lot of room for upgrades, but it seems like it would make a fun deck with a little overhaul. Happy brewing!

TepigAggro on R/G DIno Carnage Enrage

3 months ago

Rugged Highlands is not standard legal

Captain_Howel on

3 months ago

Hey! Love the deck idea; having reliable defense while you just chill and burn out your opponent is a great way to make red and green work together in Pauper, which is something I'm currently struggling to do.

I ran a few playtests with it, and there are a couple of minor, fixable problems.

First, consider replacing Gruul Guildgate with Rugged Highlands, which is a direct upgrade with no downsides. This assumes you want to stick with taplands; personally I prefer something with more speed like Crumbling Vestige, but admittedly it is less reliable for mana fixing. Speaking of which, Abundant Growth is alright, but given that this is a two-color deck and one of the colors is green, there's a much stronger mana fixer/accelerant in the form of one of my all-time favorite cards, Utopia Sprawl. It raises the asking price of the deck considerably for a Pauper-legal card, but it's just so great since it makes the enchanted Forest produce 2 mana instead of one, and the second mana can be either color.

Next, the most common problem in playtests was one of two things: either the burn cards were there but without enough mana to get the job done quick, or the mana was plentiful but the burn cards were absent. At times even the problem was the mana production of Battle Hymn couldn't be used to play more defenders because there weren't yet enough defenders in play, which was very frustrating. Battle Hymn seems like it would favor a deck of more small creatures; other red accelerants like Rite of Flame might fare better. Either way, the aforementioned Utopia Sprawl helps, but an additional burn card would help as well.

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