Rugged Prairie

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Rare
Zendikar Expeditions (EXP) Mythic Rare
Eventide (EVE) Rare

Combos Browse all

Rugged Prairie

Land

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Price & Acquistion Set Price Alerts

A25

EVE

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Rugged Prairie Discussion

Kalle_b on Narset - Dragons

7 hours ago

Academy Ruins Cascade Bluffs Command Tower Eiganjo Castle Flagstones of Trokair Halimar Depths Hallowed Fountain Island Maze of Ith Minamo, School at Water's Edge Mountain Mystic Gate New Benalia Oboro, Palace in the Clouds Plains Rogue's Passage Rugged Prairie Temple of the False God
paste this:
1x Academy Ruins
1x Cascade Bluffs
1x Command Tower
1x Eiganjo Castle
1x Flagstones of Trokair
1x Halimar Depths
1x Hallowed Fountain
1x Island
1x Maze of Ith
1x Minamo, School at Water's Edge
1x Mountain
1x Mystic Gate
1x New Benalia
1x Oboro, Palace in the Clouds
1x Plains
1x Rogue's Passage
1x Rugged Prairie
1x Temple of the False God

StopShot on Oros the Revenger

1 week ago

@girlyvader If you're having troubles with consistency in your mana-base there are ways too improve it, however it's not always cheap to do so. Having all 3 OG dual lands and shock lands help out a lot, but to complete the package you'll definitely want to include the other 5 fetch-lands: Flooded Strand, Polluted Delta, Scalding Tarn, Windswept Heath and Wooded Foothills, as these can all search for your dual lands and provide greater consistency.

That said they are still rather expensive, but there are some cheaper inclusions that I would argue fit in just as well. Those cards being the match-lands: Isolated Chapel, Dragonskull Summit, and Clifftop Retreat as well as the filter lands: Graven Cairns, Fetid Heath, and Rugged Prairie. These lands are much cheaper and have done an excellent job color fixing my deck as well as reliably entering untapped. Furthermore Ash Barrens plays excellently with getting colored mana the turn you need it and Path of Ancestry while meant to be used in tribal decks reads exactly like a second Nomad Outpost that occasionally might let you scry off your commander. Both those two lands will greatly improve your access to colored mana.

Lastly if indestructible weenies are giving you grief I'd recommend in adding Slaughter the Strong. It won't remove all the creatures but it will remove armies and big creatures as well as by-pass indestructible as this wipe forces the creatures to be sacrificed. Toxic Deluge can also work in the same manner as well.

I normally run into all kinds of problematic situations in the various play-groups I've played in, so if something is giving you problems I might know of a few good solutions for it.

StopShot on Alesha, Who Smiles at Extra Combat

1 week ago

Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.

Akroan Hoplite I would swap for Eidolon of Countless Battles as it's power and toughness are equal to the number of creatures you have, not just the attacking creatures.

Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.

Armored Transport is alright, but Everdawn Champion would be a good upgrade as you can also use the champion to block without it dying, and it doesn't die to artifact removal.

A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.

Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.

Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.

Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.

Devoted Retainer's Bushido can make it a 2/2, but Isamaru, Hound of Konda would be a strong inclusion as it's always a 2/2 which means it would deal more damage to your opponent when not blocked.

Dragon's Eye Sentry can be a sizeable 1 mana defender, but I think this deck would enjoy Snubhorn Sentry more as most of the time it will be a 3/3 for one mana that can also attack.

Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.

Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.

Pulse Tracker has a unique effect however you may want to switch it out for Vicious Conquistador as it is the same exact card, but with 1 more toughness, which will help it last longer in combat.

Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.

Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.

Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.

You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.

I hope you find these card suggestions useful to you.

Squirrelbacon on To splash or not to ...

1 month ago

Just gonna bring this up to make sure you know it, Rugged Prairie + Damping Sphere = ... since if you use it to filter like you want to it technically creates 2 colored mana. Just a cause for concern.

The other option that you have for the list (since you have so much life gain) is running 3-4 Eidolon of the Great Revel. A lot of decks are hurt by it since it is so taxing on life. I think that either Eidolon or Canonist should be present in the SB.

I would also take out the Kiki-Jiki, Mirror Breakers and shift them for Baneslayer Angel. Kiki can't block, and can be bolted, Baneslayer Angel is at best a 6/6 first striking/lifelinker/flier with extra upside after... that sounds better than an optional infinite resto's and makes the mana base slightly more consistent (no more !)

Also agree with above that Pithing Needle or Sorcerous Spyglass would be good for the deck in the side! I'd cut 1 Stony Silence and the 2 Boil. I know counterspells are an issue for you, but Blood Moon is better than boil since most lands are non-basic.

hueylicious on Should I Have a Third ...

1 month ago

Shocks are topping at $10 at the moment, I wouldn't hold my breath that they'll get cheaper with the re-print, probably more expensive while they're in standard and maybe a bit cheaper when they rotate.

Whether or not you need more depends on your decks, do they require a lot of coloured costs or do they need large amounts of specific colours.

I think Shocks are a bit better than Nimbus Maze or Rugged Prairie. They work better with your Check lands and can give you coloured mana turn 1.

I'd probably replace the others with shocks rather than adding them.

DemonDragonJ on Should I Have a Third ...

1 month ago

I have ten two-color 60-card decks (one for each two-color combination), and each of those decks has eight dual lands of the appropriate colors, four copies of each of two different lands. For example, my blue/white deck contains four copies of Glacial Fortress and four copies of Nimbus Maze, and my red/white deck contains four copies of Clifftop Retreat and four copies of Rugged Prairie.

However, with the shocklands soon to be reprinted in the Guilds of Ravnica block, they shall become far less expensive, so I am wondering if I could have twelve dual lands in each of my two-color decks (i.e., four copies of each of three different lands), as that would give me greater options for producing mana, but I worry that an opponent of mine may use something such as Blood Moon or Ruination, so I need to ensure that I have a sufficient number of basic lands to protect myself from such cards.

What does everyone else say? Are eight dual lands sufficient for my two-color decks, or will having twelve dual lands work, also?

eliakimras on Kaalia Work in Progress

1 month ago

Also, you need more dual lands to help paying for those extreme colored casting costs. Some cheap lands that might help: Terramorphic Expanse, Nomad Outpost, Rakdos Carnarium, Orzhov Basilica, Boros Garrison, Bloodfell Caves, Scoured Barrens, Wind-Scarred Crag, Exotic Orchard, Caves of Koilos, Battlefield Forge, Shadowblood Ridge. // Some pricier (but better) ones: Path of Ancestry, Canyon Slough, Smoldering Marsh, Dragonskull Summit, Isolated Chapel, Clifftop Retreat, Graven Cairns, Rugged Prairie. Try to not have more than 7 lands that always enter the battefield tapped, because you're trying to play a signet at turn 2.

multimedia on Boros - Aurelia, the Warleader

1 month ago

Hey, well constructed budget Commander deck. I'm confused though the main deck here is low budget, but the maybeboard is not? In fact the small amount of cards in the maybeboard are worth more than the entire main deck? If you want to play voltron consider a lot more equipments and cards that give bonuses to equipment? Voltron is a good secondary strategy with the main strategy of having many attack phases with Aurelia.

Consider these budget cards for more voltron (in no order):

An alternative for the very expensive price Swords (Sword of Feast of Famine, Sword of Fire and Ice, etc) are the three less expensive price Kaldra equipments. Obviously these are not as good as the Swords, but they're still powerful equipments and can get all three for less than half the price of one Sword. When you get all three into play they can combine to make a 4/4 creature and attach all three Kaldra equipments to it.

For the manabase consider:

Good luck with your deck.


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