Thoughts of Ruin
Each player sacrifices a land for each card in your hand.
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Thoughts of Ruin Discussion
6 months ago
As for the rest: Tremble, Thoughts of Ruin, and Burning Sands are a no because they backlash on me too much and because they sacrifice it. Which means they choose the land. Not good if I'm aiming to knock out their dual lands first. Looking for more destroy, as I can target what I want AND destroy doesn't go through my indestructible cards while sacrifice does.
Detritivore is an interesting hitter who would go well as a situational based on the land composition of my opponent. So that will stay a maybe.
6 months ago
Detritivore is also a worthwhile creature if you suspend it, cant be hosed by control magic.
Keldon Firebombers would be funny. As long as you can still tap the 3 lands, Numot can still tap them to smash 2 of your opponents 3 lands.
Burning Sands is the final suggestion I have. Its pretty nasty.
It looks brutal though!!
7 months ago
for land destruction i have a mono red list which is fairly cheap (after 1 or 2 pricey cards are cut).
4x Molten Rain
4x Stone Rain
and to help you keep going when you run out of cards
This should probably be close to $35 i think but that's including land being priced at $7 for all the basic land, so take this all with a grain of salt. don't play the dues until after you've eliminated all their mana as it feels bad to have him Path to Exile or the like.
as for other cheap decks to build, i think there are some old UW heroic lists that could sneak in around that budget.
7 months ago
Thanks for the compliment Suaz14! Here are some more. Please excuse my need to recommend creature spells... It's my favorite card type. I'll be sure to include some non-creatures as well!
- From the Ashes
- Obsidian Fireheart
- Orcish Settlers
- Embermaw Hellion
- Ember Swallower
- Volcanic Offering
- Bend or Break
- Thoughts of Ruin
- Tectonic Break
- Winter Orb
- Static Orb
- Psychogenic Probe (This card is awesome for fetches!)
- Impending Disaster
- Smoke (Fitting I feel)
- Tectonic Instability
You'll probably want to be drawing cards while your opponents are forced to discard cards because they're missing land drops or just barely making the cut at 7 cards in hand. In any case Sandstone Oracle is a budget friendly draw spell. There are plenty of other better options too, but it was just a thought.
I'm not going to be cruel and "suggest" the cards above, that's a lot of clicking around for you to do. So I'll just leave the list here. Hopefully you see something that sparks some interest!
8 months ago
First of all: welcome to the format. Right of the bat, I'd like to take out my "old mentor"-glasses and say that you indeed have too few land. Tsk, tsk. A general rule of thumb with Commander manabases, that I've found effective, is to start out with something like 40-42 lands, then cut one land for every two ramp cards or mana rocks/elves that you include. The starting number may vary depending on your deck and it's curve (and the amount of card draw, but I'll get to that later). Another thing about your manabase is that you seem to be running lots of artifact mana even when you have access to green. Artifacts tend to be a lot more fragile than lands, so I would try to replace those with some green land ramp like Explosive Vegetation or Cultivate. Even ones that make sure you got lands in hand aren't all that bad. For example: Sprouting Vines, Borderland Ranger and Krosan Tusker.
Another thing I noticed is that you're really low on card draw and thus very likely to run out of gas in a long game (which commander games tend to be, thanks to 40 starting life and multiple players). Nissa's Revelation isn't even all that great in a deck with a bunch of werewolves, which tend to have pretty mediocre stats before transforming. Green and red, fortunately, have some great card draw options: Greater Good, Garruk, Primal Hunter, Hunter's Insight, Reforge the Soul, Knollspine Dragon. You might wanna give few of those a try.
Now, one last thing about the werewolf/flip-mechanic: I've generally found it to be pretty crappy in commander. You just can't seem to keep your dudes transformed sometimes and sometimes you can't even get them to transform without basically skipping your own turn to do it. Now, there's two things that make the werewolves really good: mass discard and land destruction. Given your colors, mass discard isn't really an option so that leaves land destruction, which people generally hate playing against (and for a good reason). If you decide to go that route, be mindful that people might gang up on you or even refuse to play against your deck. This all depends on your playgroup. My playgroup is usually fine with me blowing up their lands from time to time, but I've restricted those kinds of effects to just one of my many decks and I very rarely play that deck. I'm guessing this is your only commander deck so you would be playing it a lot, so people might get kinda annoyed. Now, with all that in mind, if you decide to take the LD-route, here are some card suggestions: Boom/Bust, Decree of Annihilation, Thoughts of Ruin are the nuclear options. Bend or Break, Ruination and Keldon Firebombers are interesting cards, which can cripple people but usually still allow them to keep playing the game with you. Blood Moon and Magus of the Moon are great if they fit into your budget. If you go LD, you can also ignore my former comment about cutting the artifact ramp :P
There. I hope at least some of these advices were helpful.
1 year ago
Blood Moon can be very good here if you target your LD specifically at basic lands.
It will require playing more forests for consistency so I would suggest adding:
Stomping Ground and Cinder Glade over Rootbound Crag and Karplusan Forest, also adding fetches like Wooded Foothills would be a good idea as well.
Here is my take on this deck:
1 year ago
Mass LD needs a follow-up strategy behind it... Just doing Thoughts of Ruin because you can kill a lot of lands will slow down the game, I agree. In my Ashling the Pilgrim deck (My Commander is a Board Wipe) I have Ruination and Burning Sands which barely affect me and will essentially remove a 3+ color deck or token deck from the game. Previously I also used Soulscour in an artifact deck (mana rocks and artifact lands are safe), and I had Armageddon in a Naya deck (drop fatties then blow up all lands).
I have played against people who did dickish garbage like Death Cloud for 8 because they were about to die and felt like screwing everyone else but I always tried to avoid using Armageddon and such just because I could. Mass LD is also very risky if you don't have access to green.
I'm not looking to build a Mass LD deck just to piss off a table of friends but I feel like that and aggro are the only strategies against certain decks that want to just sit back and play solitaire. I prefer to create unique interactions but sometimes you just have to beat face to win. Hope this wall of text clears up some things.
1 year ago
I'm really curious about one thing here, you seem to be upset about turtling AND the ban on mass land destruction.
I learned just 2 days ago how slow mass land destruction can be when I cast Thoughts of Ruin in my Nekusar, the Mindrazer deck. It was then 6 when I cast it but it might as well have been turn 1 all over again. Everyone was set back and not a single person was happy about it.
The moral of this is "why would you want to use mass land destruction if you hate watching people build resources?