Urza's Ruinous Blast

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Urza's Ruinous Blast

Legendary Sorcery

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Exile all nonland permanents that aren't legendary.

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Urza's Ruinous Blast Discussion

ReticleMouse on 友 Atraxa Supadope Crew 友

1 week ago

I'm sorry I didn't even realize, I didn't mean to add Collective Blessing XD I don't know what I was thinking... however I see what you mean about Sphere of Safety, I was just thinking about cards you could add that would slow there attacks.

As far as taking out cards. I would maybe think about removing Urza's Ruinous Blast, its a good bored wipe however unlike Supreme Verdict its removes your stuff as well, and you have very few legendaries to make the card safe. However, I would also think about removing Mana Vault. There are a lot better cards in the game that add mana but don't also require you to pay to untap them, for example Thran Dynamo (I would also maybe remove Basalt Monolith if you want to add all three cards)

but those are just my suggestions.

Boza on Card creation challenge

2 weeks ago

The foreground person is Gerrard Capashen holding the severed head of Urza (of Urza, Academy Headmaster fame and also a demigod person - he is depicted wiping out a continent off of Dominaria in Urza's Ruinous Blast), which he personally cut off not too long ago in a duel with Urza in a Phyrexian Arena and brought to Yawgmoth in order to ressurect Hanna, Ship's Navigator.

There is also another card that depicted yawgmoth, which was the form he took when invading Dominaria - Death Cloud, though much larger than depicted.

xhuggels on Sisay got swoll

3 weeks ago

Im a big fan of captain sisay. I took a similar approach, but i went more defensive, starting out with some fog-effects, then trying to give everything hexproof, indestructible, downright stopping counterspells from being played at all, you name it. Then i go into some win-cons.

What do you think of Urza's Ruinous Blast and Dragon Throne of Tarkir?

Also Rune-Tail, Kitsune Ascendant is pretty neat as something you can just tutor for.

MurderForBrunch on Atraxa, legendary Voice,

3 weeks ago

Hi! I like some of the changes you've made (most of them, actually) but I also think that Merciless Eviction is probably a better card than Urza's Ruinous Blast. It's still more versatile, and it answer's more problems. This might be a bit niche (or a lot) but sometimes I've encountered a Voltron deck with Darksteel Plate and Lightning Greaves, and the Merciless Eviction dealt with that. Despite not having it at the moment, the deck also had Leonin Abunas, in which case, artifact removal doesn't work either. I admit that the scenario I'm picturing is one in a thousand, but it happens sometimes. That being said, I wouldn't swap one for the other, I would include both :)

Finally, Imprisoned in the Moon is a fifty pence version of Song of the Dryads that doesn't give colored mana, I think it's strictly better in all cases :)

RazortoothMtg on Animatou's Miraculous Blinking Beasts

1 month ago

I think Ashen Rider, while 1 more mana, is probably always better than Angel of Despair (unless you have Yennett, Cryptic Sovereign in play I guess, but she doesn't seem great here anyway). Rider exiles and stops people from Murdering it, requiring exile to deal with it if they dont want their board messed with.

My list has been experimenting with a minor superfriends theme. I don't know if you want to go that direction, but with Aminatou, the Fateshifter, Oath of Teferi, and any other PW, you can activate that other PWs abilities 6 times in one turn. For example, with Elspeth, Sun's Champion, you could -3 to wrath the board, then +1 for 3 soldiers. Aminatou uses her -1 to blink Elspeth, resetting activations. +1 twice for 6 more soldiers. Do it again. +1 twice more to end up with a clear board and 15 1/1 soldier tokens. Also, if you have multiple PWs out, The Chain Veil becomes disgusting (but not infinite). Activate chain veil, -1 Aminatou to blink the chain veil, activate again, -1, activate, -1, etc, essentially reading ", Remove a loyalty counter from Aminatou: You can activate PW abilites an additional time this turn." With any other planeswalker, you can likely immediately ultimate them or just accrue insane value by activating multiple times in a turn. At worst, it still acts like Oath of Teferi, letting you activate Aminatou multiple times a turn.

Another card in my list that I've been really enjoing is Thalia's Lancers. In your list it already grabs Brago, King Eternal (likely the best card in the deck), as well as Yennett, Venser, Shaper Savant, both PW you currently have, Oath of Teferi (and The Chain Veil if you add that), and Gonti, Lord of Luxury. And if you decide to add it, you can add a toolbox of effects for it to search for: A wrath in Urza's Ruinous Blast, lands in Minamo, School at Water's Edge and similar, more PWs, etc.

I would also suggest adding the one mana cycling lands, e.g Barren Moor (or if you don't want those, there are also the Amonkhet cycling dual lands, e.g Irrigated Farmland). They may not seem like much, but casting Terminus, Temporal Manipulation, etc at instant speed is very strong. Put it on top with Aminatou and pass the turn, holding up a cycling land to miracle it off the top, similar to Sensei's Divining Top, and they have little downside.

multimedia on Legendary Realm of Glory

1 month ago

Hey SSK :) Interesting new brew, really like the name, but why legendary Knights as the focus? I'll start off by saying that budget mono-white or Orzhov tribal Knights with Valiant Knight, Radiant Destiny, Aryel and Marshal is a more synergistic consistent approach that you'll have better results with.

Especially for a budget deck because Grace and Malice are some of the best budget cards in Standard and for post rotation. Play more cards that can pump them or make them even better. Tribal Knights is also very upgradeable, slowly acquiring History of Benalias and Ajani, Adversary of Tyrantss can strengthen Knights.


Primevals' Glorious Rebirth and Urza's Ruinous Blast are very powerful cards that haven't yet been explored. Currently there's just better options at the same CMC such as God-Pharaoh's Gift and Fumigate, but post rotation these cards are gone. Rebirth's card art is of the Elder Dragons which is fitting because they're the cards as well as Planeswalkers that I would play if I was to build around Rebirth. Rebirth is a card you want to build around because for seven mana you really want to get a lot of value when you cast it. To get value however you want set-up, to fill your graveyard up with legendaries. A self mill plan and some ramp is how to do this, but this strategy is the complete opposite direction then Knights.

I'm happy to help you build a deck strategy around Rebirth, but the strategy most likely won't include Knights. Instead bigger stuff Dragons, Demons, Planeswalkers with Thran Temporal Gateway, The Eldest Reborn, ramp, etc.

Blast is a creative addition with Knights, put only because of Aryel who can survive Blast and then be used to rebuild a Knight army. I could see planning a strategy around these two cards. The problem with Blast is it can only be cast if you control a legendary creature or Planeswalker. You're going to rely heavily on Aryel if playing Blast. Another problem, and it's a big one is Blast exiles all other Knights on the battlefield, it wrecks a Knight army. This is not good and conflicts with a reanimation plan of Grace and Malice which is a strong plan to use with Knights.

Dauntless and her ability to save a Knight by sacing herself is a good interaction for Knights, but can't do this interaction to save a Knight from Blast. Blast is the type of card that's not good with tribal creature strategies because too many creature are nonlegendary. Blast is a control card, control the game until you can stick a legendary Planeswalker and then Blast.


Changes to consider: add more Aryel, add more Grace, add more Malice, add Valiant. Other than more Aryel cut back on the legendary plan in favor of more Knights and tribal synergy.

Consider this creature base:

  • 4x Dauntless
  • 4x Grace
  • 4x Malice
  • 3x Marshal
  • 2x Danitha
  • 4x Aryel
  • 2x Valiant
  • 2x Arvad

Consider this other spells base:

Good luck with your deck.


PartyJ on A Gathering of Champions

1 month ago

I believe that Urza's Ruinous Blast is too slow for our cEDH decks.

I would consider Shalai, Voice of Plenty as a potential new card as well.

_Delta_ on Atraxa- Competitive Super Friends

1 month ago

I think that you might be in need of some more removal, Swords to Plowshares, Path to Exile, Beast Within, Anguished Unmaking would be a good start. I only see 2 board wipes also, 4 if you really want to count what's immediately offered by some of your walkers. I would add like 2 of these: Supreme Verdict, Toxic Deluge, Wrath of God, Damnation, Urza's Ruinous Blast, Merciless Eviction, or Austere Command.

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