Buried Ruin

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Buried Ruin

Land

: Gain .

, : Sacrifice Buried Ruin: Return target artifact from your graveyard to your hand.

Profet93 on Damn Right and I'll do it Again

1 week ago

dingleberry6969 +1

I've commented on Sicohippy's, he was very helpful in establishing my own similar mono black control deck. I used to used Xiahou dun but eventually switched to Sidisi as 1 more mana for tutoring was more impactful than paying 1 less mana for recursion. Anyways, now onto the deck....

Aside from lethal vapors, what else do you name with pithing needle? Also, I'm assuming opponents cant respond to the "entering of the battlefield" of pithing needle because it states "as" it enters rather then "when." But assuming you've played against the same opponents multiple times, how often do they just destroy lethal vapors in response to cast of needle?

If you add Buried Ruin, not only could you recur your important artifacts such as ring (which I think is the purpose of codex shredder given your commander can recur your black cards, and u already have painters servant to make it recur anything), it allows you to bring back crucible, which brings back buried ruin. It's a nice, notable synergy which has assisted me several times.

What is the primary purpose of codex shredder? It messes up top decks and acts as a recursion piece. But given the above paragraph, do you really need it? Swapping it with a card in the maybeboard might be better serve. Although, I believe a potential niche yet potentially helpful swap would be...

Voltaic Key -

1) Synergy with tangle wire/trinisphere, top, mana rocks, wishclaw talisman and lux cannon 2) Political tool 3) Combo with Chromatic Orrey + Rings. Tap Chrome for 5, activate key for 1, floating 4, hold priority and copy untap ability for 2 mana, floating 2. Untap key and chrome. This process allows you to net 2 mana each time, providing you with infinite mana. Once you have that, you can copy the 2nd ability to draw your deck.

Let me know what you think.

RinceRaven on krenko

2 weeks ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

multimedia on vehicular homicide

4 weeks ago

Hey, well done list so far on a low budget. Elsha with Vehicles is an interesting choice.

Some advice to get started on revision/optimization is to streamline creatures and lands to make Elsha better. Consider reducing the creature count down to 10 of the best creatures here for Vehicles strategy and/or crewing? (ordered by CMC)

The less creatures the better for Elsha. Cut most creatures for lands and ramp? Elsha doesn't work with lands thus having less can also make Elsha better. Consider 32 lands with many budget low mana cost mana rocks to replace some lands?

To help with deck building add all the lands you want to play, even just basic lands, to see how many spots are left to fill or how many cards you need to cut to add more lands. Some budget lands to consider adding:

Good luck with your deck.

zretrareo27 on RW EDH Brion 2022

1 month ago

My 2016 EDH deck - revamped for 2022! use commander Brion Stoutarm to Fling your opponents creatures with cards like Act of Treason, and if you're lucky - use Bazaar Trader to keep them!

I've tried to keep this deck nearly 50% White and 50% Red.

I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.

50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers

Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!


With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.

I've removed cards that target artifacts and enchantments like Kami of Ancient Law, instead opting for better utility cards like Quarantine Field that target "nonland permanent".

I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.

I also found that after all the sacrificing, mid game I was running out of defense, so some additional creatures have been added with dual purpose, such as Angel of Sanctions and Emeria Shepherd.


Decksplanation:

Double Damage:
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.


Fodder:

Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.


Draw:
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion  Flip serve to deter attacks and draw.


Fetch:
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.


Mana Rocks:

Boros Cluestone, Commander's Sphere, and Mind Stone are all serving as early ramp and later card draw.
Sol Ring because Sol Ring.


Removal:

Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.


Bringing them Back (and sometimes keep it!):

Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.


Stealing their Creatures:

Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!


Powerful Creatures:

I'll be the first to admit, these don't reallllly fit in with the deck. But they're so awesome it's hard to remove. Akroma, Angel of Fury
Akroma, Angel of Wrath
Aurelia, the Warleader

WarpedZerghead on Sen Triplets

1 month ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

rambunctiousOrator on it's a deck alright

5 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

DreadKhan on green machine

6 months ago

Hey, I think I understand you correctly when I say you want more utility/non-basic lands you can use in here? Do you have a budget in mind?

First off, I personally don't love Arcane Signet in a mono-Green deck, that shouldn't hurt to remove as a start? Sol Ring is probably good enough to keep. As for some non-basics you could look at, Wirewood Lodge is a good Elf land, Gilt-Leaf Palace is a good land maybe, not too cheap though. Tainted Wood might work, I'd consider Blighted Woodland, Tyrite Sanctum can make your Commander Indestructible, Mortuary Mire or Witch's Cottage can get you back a creature, I like to include bounce lands like Guildless Commons in decks short on lands (they count as 2 drops effectively), Nephalia Academy is probably useful if you face discard decks (bad if not though), Woodland Chasm can be found with Wood Elves (but comes in tapped unfortunately), Mosswort Bridge is a good Green land on a budget, War Room is a good one if you're splurging, Castle Locthwain can draw as well, but it's clunkier than War Room most of the time, Jungle Basin might be fine as a bounce land if you've got lots of basic forests, Castle Garenbrig has potential relevance, Buried Ruin can get back an artifact (if you add Vanquisher's Banner, or Staff of Domination, which combos very well with Elves), Scavenger Grounds can exile graveyards, and Bojuka Bog exiles 1 graveyard when it enters.

If you end up liking basics more than you expect, you could also go low on non-basic lands and use Primal Order, which can cause some decks considerable grief. I'll check in later, hope these give you something to think about at least!

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