: Gain .
, : Sacrifice Buried Ruin: Return target artifact from your graveyard to your hand.
|Have (2)||metalmagic ,|
|Want (7)||niot5 , UnknownXD1234 , aagimar , timlinktom , Darui , Vanael , backpack69|
Printings View all
|Double Masters (2XM)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|2012 Core Set (M12)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Buried Ruin Discussion
1 week ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.
1 week ago
Thanks so much for the +1 and suggestion, elariand!
Buried Ruin is included for not only The Ozolith, but also Ratchet Bomb and Pithing Needle, which are in the sideboard. Since I'm not running more than 1-2 copies of each of those spells, having a way to get them back can be pretty useful.
I've chosen Glacial Fortress over Hallowed Fountain for a few reasons, the first and foremost being cost - this is a "budget" deck. I'm actually pretty impressed that while I've tweaked it here there, for years now it's stayed very near $100. Additionally, this deck doesn't have much in the way of lifegain, so I'm not a big fan of losing 2 life, especially when I can already opt to lose 2 life to cast the only spell that has a U mana cost. There are a lot of plains in the deck, so it's pretty uncommon to draw only Glacial Fortress. Of course, those are just my reasons. Anyone building a similar deck could opt for other lands of course. :)
1 week ago
Hi ! Very nice deck ;)
3 weeks ago
Fiery Emancipation > Other damage doubler. Costs more but non symmetrical and does a lot more damage.
Buried Ruin - Recur 1/5th of your deck
Inventors' Fair - Tutor, lifegain
Myriad Landscape - While a bit slow, ramp is needed in red, worth considering
Strip Mine - Interaction on cradle, coffers, field, etc...
Blast Zone - Interaction on enchantments and others
Curse of Opulence - Ramp and politics. Attack them with Norin, then Norin runs away and comes back with treasure :D
Ignite the Future/Light Up the Stage - "Draw" which you can use until your next turn, really good with Top as you can look at your top 3 or more importantly, use top to draw a card and then you know you can cast top easily.
Chandra, Torch of Defiance - Ramp, draw, removal and a wincon all in 1
Endless Atlas - Draw
Honor-Worn Shaku - Ramp with Norin, purphorous, chandra, etc...
Skullclamp - Draw
Lmk what you think of each suggestion and if you want ideas for cuts :)
4 weeks ago
So you might think if adding even more mana rocks like Mind Stone, Thran Dynamo, Hedron Archive, Worn Powerstone, Blinkmoth Urn, Everflowing Chalice, Gilded Lotus, Palladium Myr, or Iron Myr. You should be ramping as much as possible, you could even consider Extraplanar Lens if budget is no concern. You could consider cards like Myr Retriever, Goblin Welder, Buried Ruin, Goblin Engineer, Junk Diver, purphorous, bronze-blooded or Daretti, Scrap Savant to bring artifacts back from the graveyard. You could consider Mystic Forge, Planar Bridge, or Kuldotha Forgemaster for getting artifacts out of your deck and onto the battlefield. Darksteel Forge, Soul of New Phyrexia, or Eldrazi Monument so you're killing your artifacts only when you want to. Unwinding Clock it's good if you combine it with flash from Shimmer Myr or Vedalken Orrery. Ugin, the Ineffable or Foundry Inspector to reduce the casting cost of your artifacts without affecting the cmc. You could go full ham on some big artifact creatures like Myr Battlesphere, Meteor Golem, Duplicant, Ancient Stone Idol, Mycosynth Golem, Darksteel Colossus, Blightsteel Colossus, Platinum Angel, or Platinum Emperion just to name a few. Other ideas might be Hellkite Tyrant to steal your opponents artifacts Mycosynth Lattice to turn your non-artifacts into artifacts, Illusionist's Bracers or Kurkesh, Onakke Ancient to copy bosh's abilities, Swiftfoot Boots and/or Lightning Greaves to protect your big guy, Voltaic Key or Manifold Key to untap your rocks, or Mind's Eye or incidental card draw. Some lands to think about are Myriad Landscape, Darksteel Citadel, and Phyrexia's Core but not much else.
As per suggestions to take out : Catalyst Elemental, Destructive Digger, Forge Armor, Walking Atlas, Nahiri's Wrath, Wily Goblin (use Dockside Extortionist), Azor's Gateway Flip, Furious Rise, Generator Servant, Pirate's Pillage, Scarecrone, Filigree Familiar just to name a few.
I would like to start by saying I'm not trying to say your deck is bad, just trying to give you a lot of ideas to go off of and pointing out things that don't really go with the theme of the deck, which is ramp super hard, drop a bunch of big threats, drop bosh and kill opponents. Secondly, I am not a competitive deck builder by any means, I just use the data I have and suggest the things I like. I actually like seeing gosh in the command zone.
1 month ago
, thank you again for providing suggestions on one of my decks! I will go with your advice and try to work in more lands to reach that 33-35 range. Any amount of land below 40 is going to be difficult to overcome.
I'm not sure what you mean by not enough artifacts for Spire of Industry, I have a total of 22 in the deck! Not only that, I have a few cards with the intention of bringing out more artifacts. Since I'm trying to voltron with the simplest of artifacts giving me deathtouch I don't see the reason to not include Spire of Industry if it's a nearly guaranteed way of getting there? If nothing else, it still taps for a colorless! As for Path of Ancestry, since the deck is tri-color I wanted lands that could tap for 3 mana, and even if the scry doesn't go off every time I still have the option for all 3 of my commander's colors. You pretty much included Nomad Outpost in the exclusion list for the same reason, so I'd like to know your reasoning and see what I'm missing in terms of sacrificing a 3-color option land for a 2-color option land? Buried Ruin is my backup in case any of my key artifacts get dumpstered, which is likely since they're badass. I think I'd rather keep Mistveil Plains instead of a plain plains just for the utility of possible recursion. If I were to take it out it would be replaced with Elixir of Immortality... which is a GREAT idea thanks for the insight lol. I can see taking out Temple of the False God due to my lack of X cost spells, high cost spells, and the inclusion of Ancient Tomb already.
**_All-in-All, I think I will make the following edits:
1 month ago
Nice deck and nice story! +1 from me!
I think your deck could use a little upgrade on the land section. The average mana cost for your deck and the number of lands don't really seem to fit, so I would recommend changing some of the lands you have now, and adding around 2-3. Here are some options I would recommend.
- Fast Lands:
- Inspiring Vantage
- Concealed Courtyard
- Blackcleave Cliffs
- Pain lands:
- Battlefield Forge or Sunbaked Canyon
- Caves of Koilos or Silent Clearing
- Sulfurous Springs
- Dual Fetch Lands: (They can search for shock lands like Godless Shrine)
- Arid Mesa
- Marsh Flats
- Bloodstained Mire
- Filter Lands
- Rugged Prairie
- Fetid Heath
- Graven Cairns
- Battlebond/Commander Legends Lands
- Spectator Seating
- Vault of Champions
- Luxury Suite
- Single Lands
- Prismatic Vista
- Fabled Passage
- City of Brass
- Exotic Orchard
- Strip Mine/Wasteland
- Forbidden Orchard
- Gemstone Mine
- Gemstone Caverns
In my opinion, you could cut all the temples but those could stay and be effective. You don't run enough artifacts for Spire of Industry or Buried Ruinto work the majority of the time so that should go too. Path of Ancestry should DEFINITELY go, you don't run enough creatures for it to be good, Mistveil Plains could be replaced with something beter that I mentioned, and the same goes for Scavenger Grounds, Temple of the False God, and Nomad Outpost.
In the end you don't have to listen to any of these suggestions, but I would certainly add some of the ones I mentioned and include around 33-35 lands instead, due to your average mana cost. If this helps be sure to check out some of my decks, like Double Trouble EDH and A Deal With the Devil EDH, I would appreciate feedback if you can! Anyways though hope this helps good luck on your deck an have a great day! happy tapping!
1 month ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.