Sunken Ruins

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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

LVL_666 on The Queen's Egg

2 weeks ago

Rian, re-reading my previous comment (now deleted) I think I made a simple explanation way too complicated. Let me re-try.

Is there a reason you're not playing Unclaimed Territory, Ancient Ziggurat, Exotic Orchard and Path of Ancestry?

  • Yes. It's because they're all strictly worse than Gemstone Mine and all the other 5 color lands I placed in the deck. This deck is designed to be the most efficient tribal sliver edh deck possible. The previous cards you mentioned ether come into play tapped (Path of Ancestry is too slow) OR are dependent on factors that are outside of my control. Basically, if I needed access to mana but i'm facing a mono red deck, then Exotic Orchard is of no use. If I need to play something that isn't a creature (and not colorless), then Unclaimed Territory, and Ancient Ziggurat are wasted slots.

None of the lands you mentioned are better than Gemstone Mine, Cascade Bluffs, Flooded Grove, Mystic Gate, or Sunken Ruins.

  • Why? Because the lands you mentioned have limitations based on factors entirely outside of your control. The filter lands and Gemstone Mine don't have such limiting factors. You can spend the mana they produce on anything your deck plays. Not just creatures - your mana options are not limited when you absolutely need to play something.

Rian on The Queen's Egg

2 weeks ago

Looking at your landbase, is there a reason you're not playing Unclaimed Territory , Ancient Ziggurat, Exotic Orchard and Path of Ancestry ? They all seem potentially better than Gemstone Mine, Cascade Bluffs, Flooded Grove, Mystic Gate, Sunken Ruins.

JStuckless on Modern Hedron Alignment

3 weeks ago

I know this deck is from a while ago and you've probably moved on from it but I have a couple suggestions.

Sunken Ruins over Sunken Hollow, since you're not running basics hollow is always coming in tapped. If it's a price issue Temple of Deceit will do the same thing as hollow but at least let you scry.

Silence in the main deck feels really clunky, unless your LGS meta is very storm heavy I'd definitely move it to the side. Idyllic Tutor for another way to grab Hedron Alignment or Opt for draw and scrying would probably be good options to replace.

Other than that I like it, thinking about building the deck myself, but in a pillow fort shell (my LGS is an aggro heavy meta) and you gave me a couple ideas. Thanks!

DeRotto17 on Mill 2017

1 month ago

I'd go with Drowned Catacomb or Sunken Ruins over the Flooded Strand. Twincast is a fun card to play in mill decks late in the game to perhaps finish off your opponent.

Guftders on Urborg in U Tron

2 months ago

Since my knowledge of Tron's mana base, is somewhat limited, I'll mostly ask you questions so that you can determine which land is the best to provide UB.

For example, how often will you have at least one or two islands so that Drowned Catacomb or Sunken Hollow will enter untapped?

Further, at just one or two copies, will you see Darkwater Catacombs often enough in the early turns that they enter untapped? If memory serves Tron tries to draw games out to stall until it assembles Tron, so it's highly probably that you'll see these too late to enter untapped.

I believe that Sunken Ruins to be somewhat superior for such a deck, as it will (generally) always enter untapped for a turn one Expedition Map, and will help provide superior fixing for Black mana.

Urborg is definitely worth considering. As you say, assuming you are against a non-black deck, Sundering Titan will destroy an additional land. However, how prevalent are black decks in your meta?

multimedia on

2 months ago

Hey, welcome to TappedOut. Very nice build for your first Commander deck.

My suggestions are more two drop draw engines: Necromancer's Stockpile and Arguel's Blood Fast. These both have nice synergy with Scarab.

Zombies: Undead Warchief, Lich Lord of Unx and Shepherd of Rot.

Lands: Fetid Pools, Sunken Ruins and Tainted Isle.

Other spells: Mind Twist and Demonic Tutor.

Consider decreasing the avg. CMC of the deck to 3.0 to start; currently it's 3.9. Cutting a lot of higher casting cost cards will make Scarab more powerful because then you can have a better established battlefield of Zombies before you play him. Scarab is a very mana hungry Commander because he costs five to cast and then four to use his ability each time. Once he's in play your mana is really tied up, dedicated to using his four mana exile ability.

Cards to consider cutting:

Zombie tribal is fun, but you say that you're playing against seasoned competitive players with competitive decks then after a while playing against them with this deck think about how it can be more competitive. The most competitive ability of Scarab is not it's opponents life loss and scry ability equal to the number of Zombies, but it's ability to exile and make a 4/4 copy of a creature from any graveyard.

This exile works with any creature not just Zombies. You could instead of playing Zombies play a deck stuffed full of value creatures with great enter the battlefield (ETB) abilities because in theory you'll get to use these ETB abilities twice. The first time the creature enters play and then again when it's exiled and copied with Scarab.

Value creatures like weak fliers such as Baleful Strix, Mulldrifter, Vendilion Clique who then become 4/4s. Creatures who let you reuse a spell like Torrential Gearhulk and Snapcaster Mage. Others such as Champion of Wits, Hostage Taker and Gilded Drake or great finishers like Jin-Gitaxias, Core Augur.

You can then support these creatures, Scarab and overall strategy with more control: draw, draw/discard, removal, counterspells and hand disruption.

Good luck with your deck.


hfvalenz on The Scarab God - EDH

2 months ago

What's with Rootwater Depths lol, haven't seen those lands since like ever. There are lots of newer better alternatives you know:

Also, you should consider Dreadship Reef instead or in addition to Mage-Ring Network

In order to get the most of Scarab, I think you should take these cards into account:

Have you thought about Liliana, Heretical Healer  Flip? She flips quite easy and all her abilities as a planeswalker could be relevant in a Scarab deck.

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