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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Buried Ruin
Land
: Add .
, : Sacrifice Buried Ruin: Return target artifact from your graveyard to your hand.
GeminiSpartanX on
Halvar, Divine Voltron
1 week ago
Forge Anew will definitely make the cut in my deck (which is turning RW now). It's 3 cards in 1! - Part Bruenor Battlehammer, part Leonin Shikari, and part arguably-better Buried Ruin. I'm uncertain if the other 2 will ultimately make the cut for me, but I'll take any equipment support I can get!
Profet93 on
Colorless
2 months ago
Mystic Forge + Sensei's Divining Top + cost reducer/ugin ineffable/Cloud Key/Semblance Anvil = Draw your entire deck
Basalt Monolith + Rings of Brighthearth = Infinite colorless
Basalt Monolith + forsaken monument = Infinite colorless
Scorched Ruins + Rings of Brighthearth + Deserted Temple = Infinite colorless
metalworker + Voltaic Key + Rings of Brighthearth = Infinite colorless
Everflowing Chalice (4 counters) + Voltaic Key + Rings of Brighthearth = Infinite colorless
Buried Ruin - Recursion that doesn't take up a slot
Let me know what you think, I can provide suggestions for cuts should you wish.
Khurgar on
Modern Lands
2 months ago
Allright, so here's the "how the fk does it work?" part.
The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.
What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.
Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.
Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.
Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.
Pithing Needle and Relic of Progenitus dont need explaining.
Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.
Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.
Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.
Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.
Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.
Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.
Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.
Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.
Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.
Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.
I hope you enjoyed the read, give me some thoughts in the comments if you have any =)
The_Warleader on
Feedback Wanted - Optimus Prime Rolls Out!
4 months ago
Cool deck! =)
Lightning greaves is typically going to be much better unless you need to target your own creatures (which you don't have too much need of, aside from modular triggers). I would personally cut the Saheeli - you might not know this as a returning player but planeswalkers without any dedicated support aren't typically worth running in commander unless they have an immediate impact on the game (something like Ugin, the Spirit Dragon for example ). They're just too easy to remove in multiplayer games and are especially difficult to ultimate.
To go back to the discussion of lands - I totally agree with multimedia. If you can afford it, you should definitely include fetch lands to show off those awesome dual lands you have! Here are some auto-includes for my 3-color commander decks that I don't believe were mentioned:
Battlebond lands - Spectator Seating , Training Center , and Sea of Clouds basically regular dual lands in commander
Reflecting Pool is very potent in 3-4 color decks and isn't too expensive
Triomes - so Raugrin Triome is all three of your land types to help your buddy lands come in untapped. Is searchable with fetch lands and can cycle in a pinch.
And don't forget your lands can offer utility! Buried Ruin , Inventors' Fair , Slayers' Stronghold / Hanweir Battlements
 Meld , Spinerock Knoll / Windbrisk Heights , Academy Ruins (though that one is pretty expensive).
Anyway, I hope this helps and hope you are enjoying playing Magic with your friends again!
Profet93 on
You didn't want these right?
4 months 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...
4 months 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
5 months 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
5 months 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
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