|Commander / EDH||Legal|
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Land — Lair
When Treva's Ruins enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
Tap: Add (Green), (White), or (Blue) to your mana pool.
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Treva's Ruins Discussion
1 week ago
3 months ago
I have a large amount of new additions for wants, so I have updated again after some trades. Looking to work on/finish 3 EDH Projects. Here is what I need most.
I would also like to say I may be willing to work out a trade for Karn if anyone wants to work out a deal for ~$55 worth of cards off Star City, Card Kingdom, or TCG Player, but that's another story, Otherwise I can look at binders.
For Edgar EDH:
Plenty of other Vamps, just ask/I will look through binders
7 months ago
Sounds lands to consider: Ash Barrens, Terramorphic Expanse, Esper Panorama, Opal Palace. The Lair's can help with fixing too Treva's Ruins & Dromar's Cavern. Or add more storage type lands like Dreadship Reef to take advantage of Proliferate.
Gyre Sage is cool here too.
9 months ago
Hey TheRedGoat! I really like your idea of Meloku the Clouded Mirror. I haven't tried her or Cloudstone Curio yet. I think they'd fit into a slightly different landfall deck archetype than what I have here. My only worry is not having enough effects that allow me to throw the lands back out onto the battlefield from my hand but otherwise both seem like solid inclusions. For me personally, I find that the inclusion of Rith's Grove, Treva's Ruins, and especially Mina and Denn, Wildborn since they bounce and allow for extra land drops are enough bounce have been enough. I could definitely see a neat build taking advantage of replaying the scrylands to manipulate the top of your library that would be interesting.
In regards to your brewing questions, I personally do not utilize full table ramp because a lot of the time, in my playgroups and local game store it'll enable someone to combo off several turns earlier. Typically, everyone else will get the ramp effect before it loops back around to your turn. I personally, would lean towards Regal Behemoth, Mana Reflection, and Zendikar Resurgent to get you towards the Helix Pinnacle. If you do go the Mana Flare route, I'd go with no more than 3 of the effect while running Enlightened Tutor, Idyllic Tutor, and Sterling Grove to ensure you're never drawing dead mana doublers and also allowing you to go down an enchantress sub-theme if you chose to. At the end of the day, it all comes down to personal preference with how much hug you want to give. Proxying the deck and playtesting it with some friends is always a great way to test out which hug effects are working best for you and which are underperforming. Hope that helps!
10 months ago
A cycle of lands that I love are the 3 color Dragon Lairs from Planeshift. I have added them into all my C16 Pre-Cons. Kind of matches your theme too, and all are @ $.50
Better than the Tri-Lands that come into play tapped, these require you to bounce a non-lair land, but tap it before you bounce it, so you get double mana on the turn you play them, and if you are land-screwed the bounce doesn't affect you:
11 months ago
Anguished Unmaking - for 3 life you exile instead of just destroy.
Selvala, Heart of the Wilds - There is no better dork for this deck, can generate huge amounts of mana in any color.
Purphoros, God of the Forge - Can Pump creatures, deals damage when they enter the battlefield and is a indestructible combo piece.
Fast lands: they are great early game, but a terrible lost mid/late, there are better options in commander and that can generate more color
Dryad Arbor - Great card, but not for 5 color, you want to generate more than one color and you want it to survive a mass removal
Skyshroud Elf - Good Filter, but there are better options
Spawning Pit - The "worst" of the sacs that you have, if you need to open space I don't believe that it will be missed.
Beast Within - With other color options I don't see why just destroy a target and give a block, when you can just exile or destroy without giving anything in return.
1 year ago
Counterspell nao tem nada a ver com o deck, quase tudo seu "sorcery speed" e vai ser um pouco difcil manter aberto.
O deck tem muitos efeitos que do +1/+1 para todas as criaturas, o problema que isso bom quando voce tem varios tokens ou esta espamando o campo com criaturas, o que no exatamente o seu caso, eu cortaria metade deles facilmente. Mas se voce quiser mais um Obelisk of Urd uma boa opo.
Por fim, eu colocaria mais algumas coisas para gerar "card advantage"; algumas bombas que so impactantes que custem 6 ou 7 manas; e pelo menos um Wrath of God ou coisa similar como boto de escape.
1 year ago
Ok, it's offical. This is Bant Stacks. You're utilizing alternate wincons and the gameplan is to stall the game out.
This being the case, why stop at 95% of the way to Asshole-Vania? Here's some changes I'd make to just push the deck over the top:
Elephant in the room. Yes, this card has SOME synergy in your deck. You don't need it. You're goal is to try and slow the game down; limit what others can do. By definition that gives you psudo extra turns. You don't need this card. Instead, just run the ultimate breaks on a game. that's right. Stasis.
This should just be Garruk Wildspeaker. He doesn't come out as early, but he's well worth the wait.
What are you attacking with in this deck? Rancor is a fairly aggressive card, so unless you intend to attack a lot I wouldn't run this. As for what to replace it with....Well, best I can think of is add Teferi, Temporal Archmage. He ramps you and draws you cards. What's not to love about those in a stax deck?
Good card. I like it. But I don't see Swords to Plowshares in your deck. I'd run them both, but if you have to pick one over the other, run Swords to Plowshares. In this deck you really don't care about the opponent's life total.
Such a great beater! Amazing card! not what your deck is trying to do. Instead run Nissa, Worldwaker. Seeing a theme with the planeswalkers I'm reccomending? They all untap lands. This allows you to have a workaround you're other stax pieces such as Stasis, Winter Orb, Static Orb, ect.
It's a Seaside Citadel that enters untapped. Yes, you have to return a land to your hand, but the card never said that the land had to be untapped.....
And finally, I would just change the commander from Angus Mackenzie is great, Derevi, Empyrial Tactician is a better fit for the direction this deck is heading. That ability to untap any permanent is SOOOO powerful in this kind of deck. I'd try to find room for Venser, the Sojourner, Earthcraft, Sakashima the Impostor, and Squirrel Nest if you decide to make Derevi, Empyrial Tactician your commander.