Ruination

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
MTG: Commander Rare
Stronghold Rare

Combos Browse all

Ruination

Sorcery

Destroy all nonbasic lands.

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Ruination Discussion

Emzed on Get KrenkD

3 days ago

Just 32 basic Mountains? I think lands like Goblin Burrows, Hanweir Battlements or Strip Mine might be attractive replacements. Sure, they don't work well with Blood Moon and Ruination, but overall i think it's worth it.
Chrome Mox is another very solid option in a deck that wants to get going quickly. For the cost of a card you essentially get an extra land drop.

MrKrabs on Ring of Fire

1 week ago

OH MY GOD YOU'RE RIGHT HIDETSUGU IS GROSS IN THIS.

NEEDS MORE Ruination, Boil, AND Flashfires.

theindigoeffect on JaceTheSwagSculptor

1 week ago

I was hoping to get your thoughts on the latest draft of my deck list. I had accidentally removed the comments from our previous discussion, so I wasn't sure if I'd be notified if you were to leave a comment on my deck list page, which is why I contacted you P2P.

I actually have most of our discussion documented, but I had lost some of the dual lands that you had recommended in the comments. The sheer abundance of dual lands in this deck pretty much eliminates any color-fixing issues, but I'd like to add even more, just to be certain. Perhaps with the addition of even more dual lands, I can eliminate color-fixing enchantments altogether and replace them with more prison-centric and/or card draw-related enchantments to maintain synergy.

I used to run a five-color deck, so I could probably replace the remaining basics with cards like City of Brass and Vesuva, once I've once I've replaced as many basics with duals as I possibly can. I know that leaves me open for spells like Ruination and the like, but with the added defenses and card draw in place, I could make up for it. In all my games, I've never really succumbed to cards that target a mass number of non-basics, but there are even more cards that target basics.

What do you think?

Perpetual on Do you Miz me?

1 week ago

@theindigoeffect: Land destruction with blue involved is tricky for me because I prefer my land destruction to hit my opponents and not me. If it was straight red, Gruul, Rakdos, or Jund, I would auto-include Omen of Fire. Rakdos or Grixis I might go with Stench of Evil.

I also think Mizzix is not the right commander for land destruction. I get what xxedwardteachxx is trying to do: Get Mizzix counters, blow up all lands, then rely on the counters to be able to do more than his opponents can. That seems like a really dicey proposal when the only protection for Mizzix in the deck is counterspells. For me, land destruction is less about the commander (except for maybe Titania, Protector of Argoth), and more about color choices. Do I use white &/or red, for global land wipes like Armageddon or Jokulhaups? Do I use with black for something like Minion of Leshrac or Herald of Leshrac? Green for targeted removal like Creeping Mold, Acidic Slime, or Mwonvuli Acid-Moss? Do I choose color hate like Boil, Tsunami, Omen of Fire, Flashfires, or Stench of Evil?

Short version: Apart from Ruination, I can't offer up better ways to make this a better land destruction deck. Just ways to make it a better deck overall without removing it's LD parts.

Perpetual on Do you Miz me?

1 week ago

For Mizzix, Shattering Pulse beats Shattering Spree.

Honden of Seeing Winds draws cards for free once out, but is slow, inefficient, and does not interact with Mizzix. Consider something like Whispers of the Muse, Mind Spring, or Ugin's Insight instead.

I didn't look too hard, but it appears as if the only things Inexorable Tide affects are your experience counter and planeswalkers. The problem with that is that neither your planeswalkers nor the Tide interact with Mizzix, making them inefficient for what you have them for (Jace for draw, Ral for turns, Tide for counters, Karn for removal). There are also no creatures to protect your planeswalkers. You might consider the previously mentioned Whispers of the Muse or Mind Spring, Beacon of Tomorrows or Time Warp, and All Is Dust in those four slots.

As someone else pointed out, I would dial back on your non-basic lands. You have a two color mana base, color fixing is not going to be your issue. Plus it makes the inclusion of Ruination, which was also mentioned by someone else, even easier.

Finally, and this is probably just me, but the lack of creatures could get you in trouble. At the very least I would look into creatures that synergize with Mizzix like Guttersnipe, Charmbreaker Devils, Talrand, Sky Summoner, Young Pyromancer, and/or Archaeomancer.

NWHOMeta on Gisela EDH (R/W)

2 weeks ago

Hi B,

I think you need to work on your mana base, ensure you have sufficient color generation, as you have a lot of lands that produce colorless (albeit have secondary effects), and you have a lot of lands that come into play tapped. This can cause you to be delayed in turns when you NEED to cast a creature or two for a winning swing.

As it stands, I would recommend removing Evolving Wilds, Myriad Landscape, and Terramorphic Expanse and replacing them for basic lands as you don't have sufficient basics to even be able to fully utilize them (I believe you needed more mountains when I thumbed through your deck, no? 20 White Mana Generation in Lands and 14 Red Mana Generation was what I counted, I believe). That being said, I'll recount it once you have your changes made, to ensure you have a stable mana base. You could remove Darksteel Citadel as well. I'm not sure about Haunted Fengraf nor Sunhome, Fortress of the Legion, as you already have multiple ways to provide double strike. There was a Red/White land from Aether Revolt, I believe, you can add it in.

Your deck seems to want to deal more damage via tokens and creatures with multiple combat steps than in other ways, so I would consider removing the direct damage spells for more utility. Shattering Spree will take care of a LOT of things that could hinder your deck, Pillage gives you a choice of busting a land as well as an artifact (and also stops them from regenerating). You could also run Incendiary Command for utility and draw.

I'm not sure Ajani Vengeant nor Nahiri, the Lithomancer are good in this deck, it can open up slots for other effects, like Wake of Destruction or Ruination. The former will single-handedly wreck decks in a muliplayer environment that run lands that are not of your colors, whereas the latter will wreck EVERY deck that is in play (including yours), unless you run more basics. You could also benefit from running Secure the Wastes or Martial Coup for token generation for both, plus creature removal on the latter.

In regards to creatures, you could also check about adding a Weathered Wayfarer, Knight of the White Orchid, and Serra Ascendant. The first two are good to net you lands while the other is an undisputed beater as a turn one drop in commander.

In your enchantments, you're already running a True Conviction, which is one more white mana intensive than Rage Reflection, but it provides you with an additional effect, which I consider is better than the Rage Reflection itself. You can open up a space for something else. Anointed Procession benefits greatly when you run Secure the Wastes and Martial Coup as well. I'm not sure that a single effect like Sphere of Safety will be necessary, and the Murder Investigation is cute, but not optimal.

For your Artifacts, I'd replace the Hammer of Purphoros. The haste effect is nice, but the secondary ability isn't worth it in my opinion. Try and get a Darksteel Ingot, Mana Vault, Seal of the Guildpact, and possibly a Gilded Lotus. A Boros Signet and a Boros Keyrune aren't a bad idea either.

Regards,

Q

theindigoeffect on Do you Miz me?

2 weeks ago

Rhystic Study and Mystic Remora for cheap and efficient card-draw engines. They would draw less hate than Jace, Unraveler of Secrets, and since you only have two creatures in your deck, they would allow you to draw more cards than Skullclamp.

Mana Crypt and Ancient Tomb for mana acceleration.

Mizzix's Mastery for graveyard recursion.

Izzet Guildgate and Temple of Epiphany always come in tapped: I would try to find replacements for those, if possible.

Do you have enough land to justify Doubling Cube?

Do you have enough card-draw to justify Thought Vessel?

With a counterspell to back it up, you can play Impending Disaster.

Ruination is a good way of getting rid of those annoying lands, and if your opponents are running four colors or more, it could potentially take out everything. It blows up annoying stuff like Boseiju, Who Shelters All, which could also be a great inclusion in your deck.

Land Equilibrium would be great, since your opponents will probably be playing more lands than you.

Voltaic Key and Unwinding Clock untap artifacts like Sol Ring and Gilded Lotus so you can tap them again for even more mana.

Voracious Reader  Flip makes instant and sorcery spells cost 1 less colorless mana. Sapphire Medallion and Ruby Medallion functions similarly.

Darksteel Ingot, Khalni Gem and Manalith for color-fixing artifacts.

Daedalus19876 on Red Scare: Zada EDH | *PRIMER*

2 weeks ago

Lode_Denolf: I tried Mana Echoes here and just couldn't get it to work (mostly because the deck is very hungry for red mana specifically). Swiftfoot Boots was in here and I'm not sure why I removed it. I try not to play MLD in general, so Ruination is out. And my Masterpiece Defense Grid hasn't shown up yet, alas.

Thanks for the comment! If you like the deck you're welcome to leave a +1 ;)

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