Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
MTG: Commander (CMD) Rare
Stronghold (STH) Rare

Combos Browse all



Destroy all nonbasic lands.

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Recent Decks

Ruination Discussion

SteelSentry on Land destruction: taboo or legit ...

5 days ago

The opinions on MLD and how it compares to stax, combo, etc. can seem overly harsh and at times hypocritical. And that's because a lot of times they are. I have players that complain when I Ruination and then proceed to Winter Orb me out of the game, or blinking Fall of the Thran in a Brago deck because "you get up to 4 lands back if you can stop me blinking it every turn, it's not MLD". If you want to blow up lands, playing Numot, the destroyer seems like a nice way to ease your playgroup into it, provided you can win in a timely fashion, and try just including targeted destruction and a little non-basic hate at first.

McToters on Digging up the landscape

2 weeks ago

The other thing is it may be a better option than Ruination only because you're running so many nonbasics yourself--but I guess that depends on your meta, and if Epicenter blows up all types of lands and everyone's it's not that much different for 2 more mana.

What were your thoughts on Squandered Resources and Constant Mists? I for sure thought you would have liked either one of those. If you want you can check out my Gitrog deck to compare some similarities. We have a lot of the same cards.

DemonDragonJ on Should I Have a Third ...

2 weeks 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?

ghostfire86 on Kaalia, Beyond Heaven and Hell

2 weeks ago

Final conclusion, Demanding Dragon is not worth it.

Added Ruination for more Land D and Rune-Scarred Demon is back to tutor.

I’m really hoping that the new Ravnica set will bolster a new high powered Angel, Demon, or Dragon.

SynergyBuild on Mistform Ultimus Tribal Tribal: The Skeleton Key

3 weeks ago

Chain of Vapor is considered in cEDH to be the most efficient single-target removal spell. One-cmc, instant, unconditional removal for non-land permanents? Count me in. And blue also has one of the top two contenders for best board wipe, being Cyclonic Rift, though whether or not it is better than Toxic Deluge is certainly debatable. On one hand it can be a single target removal spell at a reasonable cost, and hits more permanents, on the other it is undeniably less cost effective, bit is an instant and doesn't cost life. There are arguements to be made either way. I'd say white is still better than Blue or black with them having an abundance of destroy effects for any permanent type, and having access to mass land destruction. Armageddon is hugely powerful, and with Grasp of Fate, Wrath of God, and other similar creature/non-land permanent removal, white is the king of removal.

I'd actually claim black only has creature removal to back itself up. Green, red, white, and blue have artifact removal, land destruction, and with the exception of red, enchantment removal too. Blue and red have mass land destruction in the forms of Sunder and Ruination/Decree of Annihilation, and though white is the king of it, it doesn't particularly help black's case at all. Green can't deal with creatures, but compare that to black that can't deal with anything but creatures and I'd argue for green as a removal color.

Over all here is the colors laid out in the form of removal:

- Can exile or destroy any permanent type at a low cost in mass or by single target.

- Can bounce any permanent type, and can destroy and exile creatures, in mass or by single target, commonly at instant speed.

- Can destroy any number of creatures.

- Can destroy any number of artifacts, lands and most creatures with damage, is mass or by single target.

- Can destroy any non-creature permanent types, though generally single target.

When ranking them, White is first, then Blue or Red, then Black, then Green. I'd say Black is still better than green due to black having some sweepers, and green having effectively none other than weird stuff like Back to Nature or other useless sweepers.

Why blue and red over black? Well, blue has less effective removal than red or black, but can hit more types of permanents, has much cheaper removal, and is generally instant speed. Red can hit many more types than black, and still has good sweepers, so I'd claim red and blue are nearly equal, and black is only the fourth best.

Daedalus19876 on I Will Survive | Varchild EDH

4 weeks ago

I wrote you a huge, detailed comment... then my computer crashed and erased what I'd written >.< Given that, I'm going to write it out as essentially bullet points and if you have any questions or want clarification, I can give more detailed thoughts :)

Let's start with the landbase. I'd cut down until you mostly have Mountains, and rebuild from there. Lands you may have missed: City of Shadows, Safe Haven, Command Beacon, Nykthos, Shrine to Nyx. Lands I'd definitely cut: Desert of the Fervent, Field of Ruin, Forbidden Orchard, Forgotten Cave, Homeward Path (your opponents will get the Survivors back...), Temple of the False God, and possibly Valakut, the Molten Pinnacle. I'd run as many basics as possible, then play Ruination, Extraplanar Lens, etc.

Beyond that, I still don't see Blades of Velis Vel! ;) I'd also run Mana Crypt, if you can fit it in the budget (T1 commander seems GOOD for this deck). I am a huge fan of Mana Geyser in mono-red, as well as some free pump spells for Varchild (such as Blazing Shoal and Downhill Charge). You could also devour all of your Survivors to Descent of the Dragons...heh. Perhaps Conjurer's Closet to steal Survivors every turn?

In terms of cuts - I'm not really convinced by Bloodforged Battle-Axe or Humble Defector here. Solemn Simulacrum also is always one of my first cuts in this sort of deck.

I hope this helps! :)

pokepower116 on Xantcha, Woke Agent

4 weeks ago

COL_Cashmoney I would say the list as currently built is not competitive at all. The deck is great for slower metas because it's dealing like 2-6 damage a turn pretty consistently so it puts a "clock" on the game. If the games only last 4-5 turns then it's not really doing much of anything. I guess it depends on what you mean by "competitive". If you're talking true cEDH like Prosh + Food Chain or Blood Pod; this deck won't ever really hold a candle up to those. If you mean more in lines of highly tuned 75% decks, I could see a chance of this deck being pretty decent.

Not sure how competitive this type of deck can be, but here are some suggestions if you wanted to make it more highly tuned:

Mana Crypt, Mana Vault, Grim Monolith, and Basalt Monolith - Fast mana is great at speeding up any deck. Basalt Monolith is definitely the weakest of the four, but I included it so that you can pair it with...

Rings of Brighthearth - Paired with Grim Monolith and Basalt Monolith lets you generate infinite colorless mana which you can use for Xantcha's activated ability. You can only take out one person this way before she comes back under your control and you have to sacrifice her, so cards like Ashnod's Altar, Phyrexian Altar, Phyrexian Tower, and Viscera Seer would be helpful inclusions if you want to go this route.

More draw & tutors to make the deck more consistent like Vampiric Tutor & Imperial Seal. I've never played with Ad Nauseam so I'm not sure how much I can recommend it; but after taking out all of the high CMC cards out of the deck I imagine it would be pretty great.

Also since this deck is pretty much an "aggro" deck, you can throw in cards like Phyresis or Tainted Strike to reduce the amount of damage you need to deal to take someone out. You could always try for one of those cards or a Grafted Exoskeleton onto Heartless Hidetsugu with a Glacial Chasm in play, but that's probably too slow.

Finally, cards that focus on resource denial like mass land destruction and discard can slow down the game so you have enough time to close it out like Blood Moon, Impending Disaster, Ruination, Stranglehold, Planar Void, Mindslicer, etc.

I think the best way to make this deck competitive is to throw in a bunch of stax elements that will disrupt your opponents' combos and slow the pace of the game down. This deck's current strategy wants to get some damaging permanents on the board and have them stick around for as long as possible. Kind of similar to a Brago lock, it doesn't matter how much damage you're doing a turn if your opponents can't respond to it. The difficult part of that though is finding enough stax cards to put in the deck (and drawing them consistently) and the sad fact that Xantcha's ability literally works to refill their hands. While Xantcha might be an interesting concept, you might have more luck making a more tuned version of Mogis, God of Slaughter since he helps with the resource denial plan too. I guess it just depends on whether you want an infinite mana sink or a card that actively helps keep your opponents' boards clear.

Let me know if this helps!

Philoctetes on Lord of the Flies: Sek'Kuar Lands Primer

1 month ago

@Errast - I think Kiki-Jiki, Mirror Breaker is an excellent consideration for the deck. I go on about how my meta doesn’t allow infinite combos, but I’m mostly playing in a different meta now that does. It’s probably a worthy inclusion.

@Panas - Blood Moon is basically just hope the table can deal with it, or if I have a basic Forest in play Reclamation Sage I guess? No one plays Moon in my meta.

Ruination - it’s very possible to rebuild after MLD with this deck, between Life from the Loam, Crucible of Worlds, Splendid Reclamation, World Shaper, Ramunap Excavator, Oracle of Mul Daya all help build back up to varying degrees.

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