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

pokepower116 on The Lich is Back

1 month 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

2 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.

Cereal_Killer on Sultai New Eldrazi(+) - Exile all their stuff

2 months ago

Ok, so, first thing to do is to focus on what green cards you have that let you ramp. As said: Sakura-Tribe Elder, Explore, Utopia Sprawl, Farseek, Oath of Nissa, Search for Tomorrow, Birds of Paradise, Cultivate, Rampant Growth, Beneath the Sands, Burnished Hart, Dawntreader Elk, Expedition Map, Font of Fertility, Wayfarer's Bauble, Sylvan Scrying and Harrow are good options.
Of this, you should put at least 8 cards (I suggest Sakura-Tribe Elder, Birds of Paradise, Farseek, Oath of Nissa or Sylvan Scrying). I don't really like From Beyond, Blisterpod, Catacomb Sifter, Void Attendant, Warden of Geometries and Grave Birthing, since they cost too much and they let you have only colorless mana, thing that you don't need since you are three-coloured.
Then, as said before, I'd increase Gonti, Lord of Luxury and Ashiok, Nightmare Weaver up to 2x copies and I don't really like Nightveil Specter, alternatives could be: Circu, Dimir Lobotomist, Bribery, Praetor's Grasp, Psychic Intrusion, Stolen Goods. Oblivion Sower it's a funny card, I'd put in in 1x.

Another thing: You have some big creatures and you are black-green-blue, I'd increase your land number up to 22. Remember also to choose lands that could be searched when you are ramping (if you have chosen to ramp only with cards that search for BASIC lands, well, put at least 4x basic lands of each type). Some lands you could might consider: obviously fetch lands and schocklands, Darkslick Shores, Blooming Marsh, Botanical Sanctum, Drowned Catacomb, Woodland Cemetery, Hinterland Harbor, Fetid Pools, Underground River, Llanowar Wastes, Yavimaya Coast, Sunken Ruins, Twilight Mire, Flooded Grove , Sunken Hollow. For all the rest of the cards that could enter your deck, I'll wait to see if you like the direction your deck is going and, most important thing, what types of cards you have chosen to ramp, to be your manabase and wich cards will steal your opponent's cards.

Okiechamploo on Sister's of the Dark Nile

3 months ago

So my overall game plan is to get out as many creatures as possible by turn five, which is usually somewhere between 6-8 zeds, then drop Eldrazi Monument and start crushing my oponents HP. Because of the lack of mana ramp I have not figured out how to speed that up, like to turn 3, although I've not given up that hunt just yet either. I have thought about switching out my Fetid Pools for Sunken Ruins and maybe adding Smallpox and Grave Crawler will add some intresting play opertunities for sure. Thanks everybody, I'm gonna do some more research and tweaks and I'll repost soon!

Gidgetimer on Valid land targets

3 months ago

First a point of order about targeting in MtG, spells and abilities only target if they specifically use the word target. This may seem a little pedantic, but it matters more than you would think. For instance here Spiritual Asylum wouldn't save lands from being bounced or sacrificed.

When something specifies a land type and doesn't say "basic" it is talking about any land with that subtype. As such Underground Sea, Watery Grave, Fetid Pools, and Sunken Hollow are all islands and will be bounced with Omen of Fire, are fetchable with Flooded Strand, and can be searched out with Farseek. Dimir Guildgate, Sunken Ruins, Drowned Catacomb, and Arcane Sanctum are not islands and don't interact with those cards. You can find if lands have any types by reading their type line. All types, supertypes, and subtypes will be listed there.

MrXilas on Schemes of the Omnipotent

4 months ago

I agree with Fellwar Stone as well if you are not super attached to that draw effect from Commander Sphere. An extra mana a turn earlier is more helpful in a deck without a lot of ramp such as this. Instead of Cancel go with Dissolve for that sweet, sweet scry effect. Go with a filter land such as Cascade Bluffs, Graven Cairns, or Sunken Ruins instead of Temple of the False God. It's useless until at least turn 5 unless your have Urborg out.

pytawidmo on Sultai midrange

6 months ago

Have you tried playing with Traverse the Ulvenwald? Chaining Traverse for Snappy and vice versa seems so good.

I wonder if Sunken Ruins would be good for casting the walkers.

One delirium fuel card worth considering may be Thought Scour. It also helps cast Tasigur.

Also total absence of Scavenging Ooze seems a bit weird, I love to have 1 or 2, at least in the sideboard.

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