Rugged Highlands

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Might vs Mind Common
Commander (2016 Edition) Common
Eternal Masters Common
Fate Reforged Basic land
Khans of Tarkir Common

Combos Browse all

Rugged Highlands

Land

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

Karma1452 on Gruul Eldrazi Tokens

2 days ago

Rugged Highlands for fixing?

Narrash on Atarka's hunt

1 week ago

I'd rather replace the x4 Rugged Highlands with x4 Frontier Bivouac, but I'm not sure if it's worth it. I don't mind splashing, especially for Sarkhan Unbroken, but I feel like it's changing a lot.As for Atarka's Command, I already plan on adding two of them and getting rid of x1 Harbinger of the Hunt and x1 Herdchaser Dragon.

joshuaizac on Sidar and Tana

1 week ago

I love the synergy between Tana & Sidar...I think these two were made for each other more so than any other 2 partners.

Beyond that I think you got lost....Single target pump spells / bloodrush effects and the like are horrible in multiplayer games....unless this is intended solely for 1 v 1, I'd say ditch ALL of them. Aside from Intangible Virtue I wouldn't put any other static effect Anthems in either...once you get your tokens to be bigger than 2/2 then you just lost all synergy with Sidar...and have defeated yourself. Collective Blessing, Gaea's Anthem > out.

Creatures / Spells that will only ever give you 1 token (in addition to the creature that comes with it) also not that effective. Again unless this is 1 vs 1. Attended Knight and Tukatongue Thallid and such...out...

Deckbuilding for edh: When I build an edh deck, I too just start throwing cards at it, then cut lots then try to figure out how much ramp I need, and how much card draw I need, and how much removal I'm going to put in. These three things I put in pretty much EVERY deck. I may not run much but at least a little. (I'm only seeing a few of each on your list) After I get things balanced out and make my cuts I work the land base usually 35-39 lands depending on the deck/mana curve, amount of ramp ect. This deck I'd say 36-37 lands.

I'm not going to price check all the following recomendations, but bear in mind the tcg prices on this site doesn't account for different / older prints / damaged card discounts ect, though a few still might be 20 cents over your budget, but I'm gonna list them anyways.

Cheap ramp: (in addition the the couple of mana dorks you already have pick 3 to 5 more) Wayfarer's Bauble, Rampant Growth, Explore, Burnished Hart, Fellwar Stone, Commander's Sphere, Darksteel Ingot

Cheap removal: (keep Pacifism if you must pick 3-5 here also) Revoke Existence, Fate Forgotten, Oblation, Terastodon, Smash to Smithereens, Entrapment Maneuver, Desert Twister, Scour from Existence ... there's several others but still this is a descent selection...

Cheap Card Draw: There really isn't much in the way in these colors to begin with, even less on your budget... maybe throw Faithless Looting a few cards that give you the Monarch like Protector of the Crown and or Crown-Hunter Hireling and get a Skullclamp and maybe a Slate of Ancestry once you can find/trade for/afford one (they're only $1.50 tops)

Cheap Efficient Token Gen: You got a few good ones already a few more worth mentioning, Decree of Justice, Sporemound, Ezuri's Predation, Twilight Drover, and again...maybe later add Rith, the Awakener and or Sigarda, Heron's Grace.

Cheap Pump: Aside from Borrowed Grace, which you could leave in or not, you really only need a few good GLOBAL pump spells spells for finishers. Usually I'd suggest something like Beastmaster Ascension, but in this case again...no synergy with Sidar. I'd probably throw Titanic Ultimatum and Overwhelming Stampede (stronger 1x use versions of Overrun) and also throw a Leonin Sun Standard at the deck for repeated use/abuse after declare blockers step. Those three alone should probably do it.

Cheap Land Base: Aside from basics there are quite a few good lands to run in budget builds in the case of a Naya deck, you've already listed Jungle Shrine (I'd ditch the bounceland), there's also Naya Panorama, Rugged Highlands, Blossoming Sands, Wind-Scarred Crag, Evolving Wilds, Terramorphic Expanse. I'd run every one of these, and then basics for the rest. (Again, 36-37 total lands for this deck.)

Yea...so ...holy wall of text Batman, hope some of it helps, gl & hf

KronicNinja on R/G ETB

3 weeks ago

Honestly would probably be better to just do basics over Rugged Highlands. Deck wants to always have a turn 2 drop from the looks.

vbfabled on Red/Green Beatdown

1 month ago

This reminds me of my first deck that I ever built from scratch! I even had a lot of these exact cards in it! Awesome color combo with a great playstyle. You, my friend, have picked a great starting point. Let's see how I can help...

I'll try to keep budget in mind for my suggestions, you probably aren't looking for a $200 competitive deck.

First off, Savage Ventmaw is an awesome casual-play card. Combos great with Aggravated Assault for infinite combat phases, if your playgroup is cool with those(mine had a soft ban on infinite combos.)

I'd replace Timber Gorge with Rugged Highlands if you can get your hands on some.

I may also replace Font of Fertility with some mana creatures. Llanowar Elves/Elvish Mystic and Zhur-Taa Druid would be good for this deck, I think.

Also, for your deck, I think Fires of Yavimaya would be more effective than Maze Rusher, but good idea adding something to give haste, that'll definitely come in handy.

You may want to run some stronger pump spells like Become Immense and Aspect of Hydra for late-game.

If you have a few extra bucks to spend on this deck, there's some really cool big hydras like Primordial Hydra, who you can pick up for a little over $5 as of right now, and Savageborn Hydra who is under $2.

Hope that helps! Definitely let me know how this deck turns out.

vibrabones on Werewolf Tribal

1 month ago

Really cool deck! Honestly, my only recommendation would be investing in a few dual-color lands (Kazandu Refuge, Rootbound Crag, Rugged Highlands, etc) and other sources of mana fixing (like Gruul Cluestone). Mana-fixing like that can be a total lifesaver, even if you're just running two colors. Otherwise, a very cool deck and a definite +1 from me!

Zorgen on Of Werewolf and Man

3 months ago

Get rid of Rugged Highlands You don't need that many duel lands to run this deck and it will just slow you down. Plus you need more basic lands for your Cinder Glade and Rootbound Crag to come out untapped, especially if you're putting in Kessig Wolf Run (highly recommend you do). You might want to drop down the number of Copperline Gorge you're running as well. You don't ever want a turn where a land is coming into play tapped when you're running werewolves. I would recommend running Wolfir Silverheart as well. It's arguably the strongest 5 drop for werewolves and him coming out as a minimum 8/8 while making another creature permanently +4/+4 is nasty!!!

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