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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.
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Scorched Ruins Discussion
1 week ago
Dross Scorpion goes infinite with a lot of cards you already have.
Rings of Brighthearth because.
Lotus Bloom with prototype portal. At worst, it's 3 free mana.
3 weeks ago
AceGambitDragonfly, The man-lands aren't that important in this deck. I know what you're thinking with them, but the man-lands don't appear nearly as consistently as they would need to in here if they were going to protect me at all. Instead of adding man-lands, I'm saving those spots for the consistency of 75 basic lands, as well as other lands like Tolaria West, Vesuva, and Maze of Ith, which are, in my opinion, far more useful. I have another list of 15-20 lands that I'll be adding in here, specifically lands that will enable me to combo off before turn 8, such as Temple of the False God and Scorched Ruins.
3 weeks ago
3 weeks ago
Well, given two people are strongly advocating for it, I'll give Crucible of Worlds a few tries, probably in place of Expropriate, which I'm testing right now. I can certainly see that it will be awesome if I have Trade Routes or Soratami Cloudskater. It will get some value if I have played Lotus Vale or Scorched Ruins or if an opponent has some land destruction... any other time, it will be a dead card, which is my worry. Only one way to find out if the benefits outweigh the disadvantages :D
As for Evacuation, I like it over Wash Out since my creatures are rarely out in large numbers, so I prefer the symmetrical effect since I am sure it will hit everything of my opponents, and it is at instant speed. If I had extra space in the deck for more of these kinds of effects, I'd be adding these in, but for now, they will be sidelined.
3 weeks ago
I like the deck, it has a lot of cards i would play and that i have played before but there's some pointers.
I think i would try to find another land than Temple of the False God, i've had quite a few bad experiences with it, but if it works it works.Nev disk is a cute interaction with Forge and Lattice, but i don't quite like to run such a card in our deck since we're so dependant on our board.
other things:Jellous of some of your foils you got, i need some of them!And im totally gonna try Scorched Ruins, just gotta get one.
3 weeks ago
Some lands you could look at are Vesuva, which is similar to Thespian's Stage, copying something as it comes down. If you acquire a Vesuva, then you could try looking at Cloudpost next. It's usefulness in Commander is a lot lower when you can play only one, but if you're running Vesuva and Thespian's Stage in addition to Glimmerpost, then it will occasionally give you a boost. If you have a good budget, Ancient Tomb should definitely be considered. A risky choice is City of Traitors. If your playgroup isn't into land destruction, then Scorched Ruins might be an option. Deserted Temple is good utility for untapping lands, providing ramp if a land taps for three, or adding Charge Counters to Mage-Ring Network. Maze of Ith is just a good card that also works with Thespian's Stage, Vesuva, and Deserted Temple. Even without the latter two, it's still a solid choice.
1 month ago
Nice job this is pretty good
Here's a few suggestions
Lands (replace some wastes with these.)
Ghost QuarterBoth for more land destruction
Buried RuinReanimate artifacts
Tower of the MagistrateThe to protect your stuff from artifact stuff and a trick if you give a creature opponment controls with equipment that creature will be forced to take the equipment off.
If your considering abilities in your deck than Rings of Brighthearth and Thran Turbine are your best friends (don't let the turbine fool you it's immensely better than it looks example your draw one and discard one land ability picture doing it without tapping a single land.)
Spine of Ish Sah great removal and boomerangs to your hand when it enters the graveyard so you can do it again
Trading Post another artifact reanimator and makes a wall for ya for defense.
And lastly for artifact I notice there's not enough draw so I would suggest Howling Mine or Temple Bell reason is I doubt they will destroy a draw mutiple cards that give it to them too. If not then Staff of Nin shoot at 1 toughness stuff with it
Only Pentavus I can suggest
For air defense
Tap 1 land after attack make a token block with it then tap another mana sac it then it gets it counter back and the attacker failed to get threw to you (excluding trample ofcoarse)
2 months ago
i only did superfriends a little while since i got frustrated with mine but when it was successful The Chain Veil and Contagion Engine were amazing cards to have. i was heavy artifact and you may not want to go that route but i found Tezzeret the Seeker to combo well with Mycosynth Lattice + The Chain Veil + Scorched Ruins to give infinite loyalty ability uses. just add in one more walker that does something like Saheeli Rai +1 to win. obviously you cant use saheeli but there are plenty of others to choose from she just came to mind as an example.
running more than 30 walkers would be detrimental to most decks. I would stay around 20-25.
you want a lot of control, run effects that make your opponents spend mana to attack you or a walker you control. give yourself shroud or hexproof to protect you and your walkers from Lava Axe. Ajani Steadfast emblem + Orbs of Warding = take no creature damage and only 1 from everything else. Silent Arbiter to keep from being overwhelmed by a million 1/1s. Price of Glory since your "spells" are walker abilities.
just some thoughts of course but these are the things that seemed to work best for me. oh and i wouldnt put too much effort into protecting atraxa maybe a Whispersilk Cloak to put on her but most your protective effects should be for walkers. Darksteel Plate might be fine too since you will wrath the board whenever it gets too scary.