Buried Ruin

Combos Browse all Suggest

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
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Buried Ruin

Land

: Add .

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

Profet93 on You didn't want these right?

2 weeks ago

I hope I could lend a hand, afterall, we wouldn't want thinks to get out of hand. I bet you could destroy a cEDH deck, singlehandly. Okay, hand s down, a good deck.

Crucible of Worlds + Fetchlands - Ensures land drops. Crucible allows you to pitch lands with little downside. Buried Ruin recurs crucible which recurs ruin, ensuring artifact recursion. I would cut Megrim as it is winmore, crucible occupies the same CMC slow and you don't need the redundancy. Rather than adding cards that hurt your opponent from discarding, why not make them discard more quickly? That way, your commander can be the dedicated slot for hurting them when they don't have a hand.

You dont have enough basics to make cabal stronghold viable

Have you considered adding Rings of Brighthearth? It doubles the acivation of ur fetches. Moreover, with enough swamps/urborg + deserted temple + coffers = Infinite Black Mana. With Sensei's top + rings + infinite mana, you can draw your entire deck. This wincon only needs 1 non-land and 2 specific lands whereas your other wincons (Aether + Bolas, Helm + Leyline, am I missing others?) require 2 non-lands. As such, it becomes much susceptible to removal in the late game, which given this deck, will eventually come down to.

DrukenReaps on You Think I Care? Foolish...

2 weeks ago

Think I made about 20 changes, more than I intended before even playing it once. Just cards I already owned though nothing crazy imo. Haven't even finished fishing through my collection at this point for more potential cards to try out in the deck... Who knows what I'll find lol.

I hadn't read Liquimetal Torque very closely... Almost included it thinking I could use it on lands. I'll have to pick up a Liquimetal Coating for that though. Once I do it can double up a few of the sac land effects. Evolving Wilds, Buried Ruin, Ghost Quarter, Myriad Landscape, and Terramorphic Expanse. Don't want to go any deeper on that idea though. It's cool if it all comes together but it takes having the commander and 1 other very specific card plus one of those lands. Without playing some tutor effects going deep on that isn't worthwhile.

A note on Priest of Forgotten Gods if you look at the scryfall/gatherer page you'll see the ability is not seen as a mana ability because it can have targets. So it is possible to double up that ability with Ashnod!

Profet93 on Edgar Allen poe

1 month ago

shrieking affliction is listed twice

Deserted Temple - Untap coffers, politics and combo piece.

Rings of Brighthearth - Synergy with your commander. In conjunction with deserted temple and coffers allows you to make infinite black mana. If you were to add fetches (which you should for crucible of worlds, as well as top deck manipulation), then it would be a way to ramp without artifacts and would further fuel coffers. It has synergy with 10 other cards, not including your commander

Urborg, Tomb of Yawgmoth - Not necessary but allows you to perform the above combo with less swamps and allows you for more nonbaiscs in your mana base which you should take advantage of being in black.

Blinkmoth Well - Synergy with Static/Winter orb + politics

Expedition Map - To find coffers, temple, blinkmoth, not miss land drops, etc...

Buried Ruin - Not really needed but nice to have. Allows for recursion of rings. Moreover, it brings back crucible and crucible brings buried ruin back. Combine with fetches to not miss a land drop.

Infernal Darkness - Similar to contamination but A) Doesn't shut off big mana producing lands (pro + con) B) Doesn't require a creature but rather some life and mana. At worst, it's counterspell bait. At best, it timewalks them. Being unable to cast spells gives you a greater probability of being able to make them discard.

Bitterblossom/Reassembling Skeleton - Tokens for skullclamp, blockers and soft lock with contamination. \

I would add some tutors (can provide more detailed suggestions of those later if you are interested, let me know) to ensure consistency. Tutors are blacks greatest strength and are valuable

Crystal Chimes - I personally hate this card, but given over 20% of your deck are enchantments, it might be worth considering. Especially given how you don't run Yawgmoth's Will or Magus of the Will. Deliver Unto Evil is another recursion spell worth considering.

Ill-Gotten Gains - Not an entirely serious suggestion, but worth noting.

While not a combo I enjoy, bloodchief ascension + Mindcrank = Good times.

I would remove some of your win-more discard damage enchantments for interaction, draw, recursion, utility or whatever you feel your deck is lacking.

All these enchantments and no Necropotence, I'm assuming due to the exile clause?

Let me know what you think of each idea and if you want more suggestions for cuts.

Profet93 on You're Dun'd

1 month ago

You state it's a midrange deck, but with a combo wincon and an avg cmc of 2.14, this definitely seems like a control + combo deck IMO. I see you're trying to make infinite black mana, but the pieces utilized are several and are easy to disrupt, especially after your meta adjusts to your shenanigans. Rather than relying on rituals in conjunction with rings + basalt, why not utilize Cabal Coffers + Deserted Temple + Rings = Infinite black mana? This eliminates the need for basalt monolith, which provides room for other cards. Furthermore, by having 2 pieces as lands, the combo is less susceptible to disruption.

You mention hand hate in your single card discussion in order to prevent removal for your combos. If your goal is to truly be a midrange deck, then adding higher CMC cards will allow you to be more resilient and more impactful during the mid-late game, as midrange decks thrive. As such, swapping in some of the 1 cmc hand hate cards for Mind Twist or my personal favorite silver bullet, Thought Distortion, you eliminate the potential of not discarding anything. Not to mention, distortion exiles graves too of all non-creature cards, so necrotic ooze can still utilize opponents activated abilities in grave. Mind twist is the better of the 2, especially if you can ramp into it early game.

You run contamination lock, awesome! You might want to consider redundancy in the form of Infernal Darkness. At best, it gives you a turn or 2. At worst, it's counterspell bait and force them to tap out during the main phase.

While not an entirely serious suggestion, something worth considering is Helm of Obedience, given you already run leyline void and the creature form of it. This redundancy will allow you to combo out more easily. Not to mention, helm disrupts topdeck tutors and can potentially get you something in a pinch should you need.

I prefer Soul-Guide Lantern > Tormods Crpyt, as it effects all opponents rather than 1 and be utilized for draw should grave hate not be needed.

I know Bolas Citadel is a combo with Aetherflux Reservoir but I don't see it in the list, does it combo with something else I am unaware of? I don't see it listed in the description.

Speaking of combos, unsure regarding your budget per card but Yawgmoth's Will (or the creature form whose name eludes me at midnight) might be worth considering to recur combo pieces like rings or help establish massive value given your artifact ramp and low cmc.

Volrath's Stronghold > Command Beacon. This allows you to keep your commander in grave and at the cost of your draw, you can get him back to recur another card (say, demonic tutor).

Buried Ruin - Recur rings

Deliver Unto Evil - Politics. I know most people hate cards that give opponents choices, but this can target A) Tutor B) Draw C) Combo D) Utility. It's another way of saying Damned if you do, damned if you don't except it doesn't cost 6 mana like choice of damnations

Feed the Swarm - Enchantment removal is nice, removes a pesky rest in peace. I see no artifact or enchantment removal, so having one silver bullet to enchantments could prove worthwhile depending on your meta.

I dont think you have enough artifacts for metalcraft to work on mox opal. How has it played for you? Would you not be better off served by something more consistent?

I used to run Xiahou dun until I changed it to Sidisi. Always love helping another Xiahou dun player win! Looking forward to your response for each item

Tsesarevich on Painbow Pre-Con

2 months ago

Incoming cards:

Add these to your deck with the correct printing and foiling. I would advise for these switches, but they are purely recommendations.

Max_Hammer on Shorikai go vroom

2 months ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

Grind on Engineering Victory, or just Tinkering?

3 months ago

Interesting deck!!
Some of your cards seem really uninspiring to topdeck... ornithopter, shuko...
Seems like these cards would be playable in a jhoira weatherlight captain deck but not sure why they help you here.
What us bEDH?
Some ideas for your consideration-
Mask of Memory, Infiltration Lens, Monastery Siege, Daretti, Scrap Savant, Thrill of Possibility, Buried Ruin, Coastal Piracy, Bident of Thassa, Goggles of Night, Cathartic Reunion, and in general maybe a little more interaction like Chaos Warp, Resculpt.
Just some thoughts, cheers and have fun!!

Profet93 on Damn Right and I'll do it Again

4 months 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.

Load more