Sunken Ruins

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Zendikar Expeditions (EXP) Mythic Rare
Shadowmoor (SHM) Rare

Combos Browse all

Sunken Ruins

Land

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Sunken Ruins Discussion

multimedia on The Multifarious mastermind

2 weeks ago

Hey, saw your forum topic asking for help.

Cards to consider adding:

Dreadnought in your graveyard is a 12/12 with trample for one mana with Lazav. Dreadnought and Asp in your graveyard is a combo. Become Dreadnought with Lazav attack and in combat become Asp, make Asp have infect for and kill an opponent with trampling 12/12 infect. Soulgorger is a 8/8 for three mana, also good. Buried/Windfall/Frantic/Careful are all potential early game plays to get creatures into your graveyard. Windfall/Frantic/Careful can also draw which is helpful. Buried is pretty important because it can tutor for and put up to three creatures into your graveyard at one time for three mana. It alone can set up the Dreadnought/Asp combo. Jace/Wharf/Looter can be early game creatures who can be repeatable ways to draw while also putting a creature into your graveyard.

Cards to consider cutting:

  • Deadly Visit
  • Mephitic Vapors
  • Never Happened
  • Severed Strands
  • Stolen Identity
  • Vicious Rumors
  • Cancel
  • Dimir Charm
  • Necrotic Wound
  • Barrier of Bones
  • Dimir Spybug
  • Watcher in the Mist
  • Whisper Agent
  • Jace Beleren

Lands to consider adding:

Good luck with your deck.


DemonDragonJ on Ultimate box toppers

3 weeks ago

Since the enemy-colored filter lands (Rugged Prairie, Flooded Grove, and so forth) were reprinted in Masters 25, how likely is it that the allied-colored filter lands (Mystic Gate, Sunken Ruins, and so forth) shall be reprinted in this set? I would very much like for that to happen, as they currently are very expensive.

MarcosTithes on Kess storm (help make it competitive)

1 month ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

mistarilledawn on Larcenic Mercury

1 month ago

At first glance, the first thing I'd suggest is to add in Silent-Blade Oni. That card is super cool, and it does exactly what your deck wants to do. The only bad point is the cmc, but it does have Ninjutsu, if that changes anything. Also, Baleful Strix. It's a fantastic staple in any UB deck.

Quicksand and Saprazzan Skerry are also some lands I'd cut; I'd suggest maybe Sunken Ruins or Dimir Aqueduct over Skerry, maybe even add one or both of the vivid lands for your colors (Vivid Marsh/Vivid Creek).

Thaumatic Compass  Flip, I'd say, is a great upgrade to Quicksand. Maybe switch Dimir Locket for Thaumatic Compass, and switch Quicksand for, say, Command Tower, Temple of Deceit, or Reliquary Tower. I'd also cut Rhystic Cave - maybe replace it with Exotic Orchard or Forbidden Orchard.

Morphic Pool, too, might be good to add, but that's sorta dependent on your playgroup.

pokepower116 on The Lich is Back

3 months ago

Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.

As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!

On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.

Hope some of this helped at all!

CalebMaSmith on Kefnet The Mindful

3 months ago

Replace the Sunken Ruins with Polluted Delta, the card is just about 100x better. Allows for much more consistency. Replace the 4 Darkslick Shores with 2 because it's a bad draw past turn 1 and the fetchlands will allow you more than a high chance to get something better. Replace those two with basics or land cards that count as swamps or islands so they can be targeted with Polluted Delta. Countersquall is glorious with UB control so i'd definitely run that over a card like Boomerang any day. Collective Brutality, Inquisition of Kozilek, Duress, and Thoughtseize are also amazing in UB control so don't forget to run those, they do wonders for weakening opponents. I don't recommend planeswalkers but you have two of the best in the game at your disposal also with these colors. Jace, the Mind Sculptor and Liliana of the Veil are both devastating to the opponent. A better creature than Kefnet the Mindful is Thing in the Ice  Flip, and you could get one for the same price as an Arby's Beef N Cheddar so you know it's helpful to have. Cards to get rid of are Boomerang, Shadow of Doubt, and you can calm down on removal if you run any of the discard cards i showed earlier. Some of the cards are more expensive but i think this list gives you a bunch of cards that will go leaps and bounds to make this more competitive.

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