|Commander / EDH||Legal|
Printings View all
Combos Browse all
If Scorched Ruins would come into play, sacrifice two untapped lands instead. If you do, put Scorched Ruins into play. If you don't, put it into its owner's graveyard.
Tap: Add to your mana pool.
Price & Acquistion Set Price Alerts
Scorched Ruins Discussion
1 week ago
1 week ago
Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.
Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.
Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.
Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.
As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.
I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.
Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.
2 weeks ago
I'm still intrigued by the deck and have come back to it a few times this week to ponder on it. After doing so I have a few questions and thoughts:
- Sphere of Safety seems quite weak/expensive if you run only 8 enchantments. I wonder if you ever considered switching that out. Aurification or Academy Rector come to mind as a viable alternatives.
- Boros Fury-Shield seems to fit the brief. Did you exclude that one? If so, what made you not include it?
- Could you explain the reasons why you are running Lotus Vale, Scorched Ruins and no basics in this deck? The only benefit apart from mana fixing I see is that it helps to mitigate damage from Acidic Soil (not so much Price of Progress as basics would also do that), but that seems like a small gain to me against the risk of losing 3-4 lands to a Strip Mine or perhaps even auto-conceding in the event of a Wave of Vitriol, From the Ashes, Ruination, Blood Moon or Back to Basics. It seems like an unnecessary built-in achilles heel of the deck. Could you share if there is more to that than I can see atm?
- It seems like the reactive strategy you are going for requires a certain ratio of instants/flash cards to work well. Has this been factor in your tweaking and if so, what would be your advised minimum or sweet spot %?
- If you like the broken blade, you might like Baneslayer Angel and/or Exalted Angel for the same reasons. But maybe their too high cmc for your taste.
- Have you ever considered Electropotence or Warstorm Surge as a means to discourage people from steeling monarch? Else you can let your deathtouch token destroy another creature as it enters the battlefield. Probably not good enough to make the cut, but still a fun interaction with deathtouch I wanted to mention.
1 month ago
Hey, glad you liked my list. Thanks for referencing me, Daedalus19876.
My deck focuses heavily around Titania herself, so being able to get her out ASAP is really important. Personally, I don't like the Panorama lands because it costs mana to sacrifice them. Instead, I choose utility lands that synergise well with the essential cards in the deck. For example, I don't run many artifacts, but the ones I do run are critical to the strategy. Being able to recur them with Buried Ruin is important. I also run Inventors' Fair despite not having many artifacts to turn it on. Being able to tutor for Crucible of Worlds is that important. To assist with activating Inventors' Fair I added Tireless Tracker. The nature of the deck benefits the Tracker greatly and the clue tokens it generates not only grant me essential card draw, but also activate the Fair. Although, I might be making some changes to that substrategy soon with the more easily tutorable Ramunap Excavator.
The infinite mana combo with Food Chain is cute, but the deck should be able to generate immense amounts of mana without it (especially if you have Gaea's Cradle) and I don't see any way for you to abuse the infinite mana.
I'd also definitely recommend Garruk Wildspeaker and Nissa, Vital Force. They are by far the two best planeswalkers for a mono green deck. Garruk with Cradle + Deserted Temple or any combination of them or/with Lotus Vale/Scorched Ruins is disgusting. Nissa is also everything a mono green deck wants: ramp, recursion, and card draw. If my opponents aren't able to stop me from ulting her there is a strong chance that I win that game.
The only creature tutors I use are Green Sun's Zenith (tutor for Dryad Arbor turn 1, puts the creature directly into play, and it shuffles back into the deck), Chord of Calling (instant speed, puts it directly into play), and Tooth and Nail (it's a win con, duh).
I like Parallel Lives and Doubling Season. I opt to not use Primal Vigor because it helps my opponents and I don't think the effect is powerful enough to warrant more than 2 card slots for extra consistency. Doubling Season is also worth the 1 extra mana on the chance of playing one of my two planeswalkers while it's in play. Getting that Nissa ultimate is extremely powerful.
I'm also not a fan of mana dorks in EDH unless it's an elf tribal deck that can make use of them outside of "tap add a mana," so I wouldn't run BOP.
I am thinking of replacing Cultivate and Kodama's Reach with Three Visits and Nature's Lore though. I haven't decided if the one less mana is worth it for also getting one less land (granted it comes into play untapped). With so many ways to play extra lands in my build, I haven't had a problem with the 3 cost ramp spells yet.
1 month ago
There is a way to stop Scorched Ruins from demanding a sacrifice.
First a side note: If you have Nature's Revolt and make a land drop, ETB effects such as Dual Nature are triggered. Therefore making a land drop with Nature's Revolt is considered the event "a creature is entering the battlefield".
Note 2: Rule 616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected objects controller (or its owner if it has no controller) or the affected player chooses one to apply.
Therefore, all you need is an effect that replaces "Scorched Ruins enters the battlefield". Then you can choose between Scorched Ruins' "If Scorched Ruins would enter the battlefield, sacrifice two untapped lands instead" and the other replacement effect! Isn't that fabulous?
For example, let's say you control Containment Priest and Nature's Revolt (in other words, you hate fun). When you attempt to play Scorched Ruins, two replacement effects will coincide, attempting to replace the event "Scorched Ruins enters the battlefield"
Sacrifice two untapped lands instead (Scorched Ruins)
Exile it instead (Containment Priest)
You can choose to ignore the Scorched Ruins replacement and pick the Containment Priest replacement! Isn't that fabulous?
1 month ago
So in black border land, no, you cannot stop Scorched Ruins from demanding a sacrifice. If you move to silver border land and toss in R&D's Secret Lair you can use the as printed text, which is a triggered ability you'd be able to stifle, though it's also worth noting in that case you'd be able to respond to the trigger by tapping it for four colorless mana before burying it.
1 month ago
Please remember to link cards in your question to make it easier for people to reference them. (Do this by adding double square brackets around the card names)
The oracle text for Scorched Ruins's ability:
If Scorched Ruins would enter the battlefield, sacrifice two untapped lands instead. If you do, put Scorched Ruins onto the battlefield. If you don't, put it into its owner's graveyard.
The Scorched Ruins's ability is actually a replacement effect so it cannot be countered by Stifle.