Treva's Ruins

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Treva's Ruins

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.

: Add , or .

wthompson714 on Custom Commander Brew

11 months ago

Some thoughts:

Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.

The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...

Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.

I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway  Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).

I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.

Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.

You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.

Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.

I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.

I gotta go, but I will try to come back and offer some suggestions on other cards you should include!

legendofa on How do you, personally, balance …

1 year ago

Pip percentages all the way. I start off with "5-color basics" in play testing; I use tokens or off-color lands or other generic cards to fill land slots and pretend they enter untapped and tap for any color, no downside. So play testing with perfect mana. All nonland ramp and fixing should be in place at this point. Lands are the last thing I work on.

Once I get the main deck in a good spot and start looking at color balancing, I count the total pips and pips of each color, and divide them proportionally into basic lands, including hybrids as full pips. Let's say I'm putting together a EDH deck and have landed on 38 land slots. I count the green pips and get 50, blue pips are at 66, and white pips are at 45, for a total of 161 pips. I want at least 50/161 of my mana base to be green, 66/161 to be blue, and 45/161 to be white. That's 31% green, 41% blue, and 28% white.

The next step is to put that into the 38 land slots. I start with basic lands to ensure the balance. Using the percentage above, that's 12 Forests, 16 Islands, and 11 Plains, for a total of 39 lands. Cut one from the highest (rounding error), dropping Islands to 15. Next, check if any colors are overrepresented at mana value 1-2, and take 1-2 from the highest and give it to that color. In this example, let's say I loaded up on low MV green cards for ramp, so cut one more Island for a Forest. Final basic land totals are 13 Forest, 14 Island, and 11 Plains.

Finally, because I want multicolor lands in there, I switch basics out for nonbasics, keeping the colors as proportional as possible. So I'll take out a Forest and and Island for a Breeding Pool and Yavimaya Coast, a Forest and a Plains for Bountiful Promenade and Overgrown Farmland, a Plains and an Island for Port Town and Nimbus Maze, one of each for Seaside Citadel, Treva's Ruins, and Spara's Headquarters, and so on. Fetchlands are treated as lands that can add mana of the colors it searches for, and single-color lands like Eiganjo Castle are switched out one for one with their basic lands.

I always try to keep enough basic lands to cast any spell in the deck off basic lands alone. If I have cards that cost and in the deck, I will keep at least five basic lands. At least two of those will be Islands, and at least one will be a Forest and a Plains each. You never know when a Back to Basics or Ruination will come by to mess up your day.

Finally, colorless lands. I add these on a case by case basis, usually skimming from the color I have the most sources for.

So it's a process, but I've found it to be very reliable in the long run.

TriusMalarky on Using Faction Names for Color …

3 years ago

As Last_Laugh said, the terms we use now are just the most popular, not the oldest. There's actually shards with Treva's Ruins and such, although those are based on elder dragons.

Anyways, the choice to not use them is, of course, yours, and everybody understands when you say 'WUB' instead of Esper. It totally makes sense if you don't like the names.

But, I should warn you, you use similar reasoning as Daddy Des, Toxic King of Magic. Please remember not to force your choice on other people, don't get angry about it, and maybe just don't bring it up. Anyone who knows Desolator might lump you in with his fanbase, and trust me, you don't want to be associated with the guy who is memed into oblivion because he throws a fit every time Wizards prints a counterspell.

Crow_Umbra on [retired] Enchanted Vibe Check

4 years ago

Thank you for the suggestions 6thExtinction. I think I might have a Soldevi Excavations around somewhere.

I think I'll slot in Treva's Ruins

6thExtinction on [retired] Enchanted Vibe Check

4 years ago

This looks like a fun deck. My only suggestion would be to work on the mana base a bit. For example, there's really no reason to be running Tranquil Expanse, a tapland with no upside. There are a lot of replacements such as Temple of Plenty for scry, Scattered Groves for fetching and cycling, or even Graypelt Refuge or Blossoming Sands for life gain. You could also look at bounce lands such as Selesnya Sanctuary, or filter lands such as Sungrass Prairie. Those are just the WG ones, but there are WU and UG equivalents for most of those dual lands.

Some other cool lands are: Treva's Ruins (a good replacement for Seaside Citadel), Soldevi Excavations (scrying for 1 generic), Halimar Depths, and Mistveil Plains (return card from graveyard and then tutor for it).

bushido_man96 on Best 100$ Budget "Tier-1 Styled" 5 Color Mana Base

4 years ago

What about the Lair tri-colored lands from Planeshift: Crosis's Catacombs , Darigaaz's Caldera , Treva's Ruins , Rith's Grove , and Dromar's Cavern ? I know they don't have a basic land type, but they come into play untapped. I love playing them.

bushido_man96 on Turbo Atraxa

4 years ago

Other lands to consider are Dromar's Cavern and Treva's Ruins . These are very budget friendly, tri-color, and don't come into play tapped. They are strictly better than the Guild lands that come into play tapped and require you to bounce a land. multimedia suggested Gemstone Mine , which is great in this deck: you get to keep proliferating the counters back onto it. I agree with his other land recommendations, too.

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