Ruination

Legality

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

Ruination

Sorcery

Destroy all nonbasic lands.

Price & Acquistion Set Price Alerts

CMD

STH

Ebay

Ruination Discussion

SynergyBuild on Tiana, the only boros commander that draws

3 days ago

What can I say, call me SynergyBuild, master of being bored and annoyed at clickbait to write up random stuff.

Onto the deck, it seems really on theme, but doesn't really look well-tuned, great on a budget though, so props where props are due, but it seems to try to do what Simic colors do, when you are in boros.

I mean, card draw and ramp are in all colors, but when you sacrifice speed and efficiency, and just start running cycling lands, you know you are too deep and need to go back.

In white-red, I like Tithe, Gift of Estates, Oreskos Explorer, Weathered Wayfarer, Land Tax and other such effects along with red looting/rummaging in the form of Rummaging Goblin, Faithless Looting, Tormenting Voice, Cathartic Reunion, etc to gain a lot of advantage, as well as fast mana rocks such as Mind Stone, Boros Signet, etc. and even Hedron Archive/Boros Locket for card advantage as well. The rocks can allow you to even break parity with an effect like Armageddon, Ruination, a cycled Decree of Annihilation, Impending Disaster, and other anti-sultai cards, as land ramp is their forte, you must combat it instead of trying to copy it badly.

I understand that Land Destruction isn't popular due to a social contract, but that social contract is specifically bad for boros colors only, if Green and Black get to ramp lands, and blue repeatedly untap them, the clear answer is to destroy lands, as if they were literally any other card type, but the social contract is built against boros.

Ocelot44, two issues with your comment, not that it is inherently wrong, but that you also have only responded to my comments with further provocation up until now, so I find it hypocritical, and also that it feels like you were simply diverting a situation you had gotten into with no out. You had said stuff that was clearly wrong and back-pedalled to save yourself, its a douche move not to admit failure in that sly of a way.

Zaane2 on Neheb's Eternal Havoc

1 week ago

@Driemer84 I have not. I originally tested the Wildfire effects very minimally when my playgroup was all around this powerlevel. I immediately realized that nobody was enjoying themselves and took them out pretty quickly. Nowadays, I don't get the chance to play with that group anymore and instead attend my LGS where the powerlevel is mostly middle-ground. This has led me to have my Taty and Neheb decks as uber-comp, while building other decks at a lower power.

Now that I have two designated comp decks, I don't mind putting the Wildfires back in as the decks only get pulled out against other comp players. Ruination would definitely be a good include for a deck like this; maybe in place of Keldon Firebombers. An early Wildfire could potentially win you the game if it sets everyone else back to zero, while an early Firebombers wouldn't do much of anything.

Driemer84 on Neheb's Eternal Havoc

1 week ago

I noticed your included several Wildfire effects. Have you ever played with Ruination?

Shyachi33 on Night of the Living Robots

2 weeks ago

Vandalblast red's Cyclonic rift. and Goblin Cratermaker kills artifacts, BUT can also kill eldrazi's, Karn, and Ugin. great removal for red overall.

as far as artifact recursions go: Junk Diver, Myr Retriever, and Workshop Assistant. because they activate on death, they work really nicely with Feldon, since they get sac'd at the end of turn, letting you bring artifacts back to hand.

if you feel your deck is slow, and you wanna speed up, you can go 1 of 2 ways, draw power, and ramp, which red lacks. or slow everyone else down. you aren't running a lot of instants, or instant speed things, so you might want to look into, playing around with Blood Moon, and Magus of the Moon, if your play group is okay with it, Ruination, and you might want to play War's Toll and Mana Web to slow down, or prevent blue control or green aggression.

SynergyBuild on Guru of Sac

3 weeks ago

Wait... what stax do you run? Stax is general, tax (Thalia, Guardian of Thraben, The Tabernacle at Pendrell Vale, Sphere of Resistance, Suppression Field), hate (Scavenging Ooze, Stony Silence, Aura Shards), sacrifice (The Tabernacle at Pendrell Vale, Smokestack), tapping (Root Maze, tanglewire, and Winter Orb), and land destruction (Ruination, Armageddon, etc.)

You run some sacrifice effects, maybe 6 that only affect creatures, but stax here is super light, you sure you know what stax is?

(P.S. occasionally Gaddock Teeg, Rule of Law, etc. are also considered stax because they stop players from playing cards, similar to a harsher tax effects, and also mass, repeated discard like Sadistic Hypnotist, and some random effects like Spirit of the Labyrinth and Chains of Mephistopheles)

Daedalus19876 on das mimeoplasma

4 weeks ago

So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD

With that being said, there are several places I might tune this deck, sorted into the rough categories below:

Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.

Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)

Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.

Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.

Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.

I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.

I hope that helps!! :)

CaptSillva on Blossom War [ Najeela Control ]

1 month ago

Here are some other options you could consider Bloodsoaked Champion, Goblin Bushwhacker, Pelt Collector, Rhys the Redeemed, Chief of the Edge, Chief of the Scale, Decorated Champion, Den Protector, Duskwatch Recruiter  Flip, Hidden Dragonslayer, Rushblade Commander, Thorn Lieutenant, Voltaic Brawler, and Blood-Chin Fanatic.

Also a quick note about the mana base. Having so few basics in the deck could be quite dangerous. Certainly there is always the possibility of not hitting the correct colors, but having more basics lets you use more flexible ramp and as is, a Blood Moon or Ruination would be crushing.

ghostfire86 on Kaalia, Beyond Heaven and Hell

1 month ago

To many people began running more basic lands....sigh*, so Ruination is out...for now.

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