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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Foreboding Ruins
Land
As this enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this enters tapped.
: Add or .
slvstrChung on
Tour de France
2 months ago
I just took this deck for a couple spins. I found that mana screw was my biggest problem: I often couldn't get my hands on enough of a specific color. For that reason, I tweaked your base, downsizing the Forgotten Caves and some basics, and subbing in full sets of Game Trail and Foreboding Ruins. (Smoldering Marsh and Cinder Glade would probably be equally as effective.) All in all, I love this deck: it's silly, it's effective, and it makes my opponent's eyes bug out. You can't ask for much more than that.
lohow9608 on
Merciless Rage Precon
2 months ago
Add: Arcane Signet, Archfiend of Ifnir, Blasphemous Act, Brallin, Skyshark Rider
Flip, Chandra Ablaze, Cool but Rude, Cryptcaller Chariot, Dragonskull Summit, Faithless Looting, Foreboding Ruins, Graven Cairns, Green Goblin, Back for More, Green Goblin, Revenant, Liliana, Heretical Healer
Flip, Liliana, Waker of the Dead, Living Death, Matzalantli, the Great Door
Flip, Mind Stone, Muck Drubb, Overwhelming Forces, Passionate Archaeologist
, Psychosis Crawler, Revolutionist, Shadowgrange Archfiend, Smoldering Marsh, Sulfurous Springs, Tainted Peak, Talisman of Indulgence, Terminal Agony, Terminate, Tormenting Voice, Tortured Existence, Voldaren Pariah
Flip
ChurchOfJorts on
YEEHAW: Treasure Boogaloo
1 year ago
2/11/25 Updates
Swaps
- Swamp for Witch's Cottage
- Boggart Trawler Flip for Hellkite Tyrant
- Throes of Chaos for Dragonhawk, Fate's Tempest
- Exotic Orchard for Atsushi, the Blazing Sky
- Izzet Chemister for Tor Wauki the Younger
- Geothermal Bog for Foreboding Ruins
- Urborg Volcano for Tainted Peak
- Valakut Exploration for Count on Luck
- Cinder Barrens for Command Beacon
Wesinator69 on
Imma Baddie I Do What I Please
2 years ago
I know you hate tapped lands so I would suggest the following:
Also I hate Temple of the False God it should stop being included in precons. Plus 37 lands is a bit much. There are a couple other cards that don't seem to do enough for the mana cost. So I would also suggest the following:
nuperokaso on
Balls Lightning
2 years ago
- Considering that you play Ball Lightning, you should play a mana-base that is almost exclusively red. I suggest that you play 1 Swamp for situations when your opponent plays Path to Exile. Rest of the lands should be dual lands - Sulfurous Springs, Blackcleave Cliffs, Blightstep Pathway Flip, Foreboding Ruins, Reflecting Pool.
- Thud could be replaced with Callous Sell-Sword. The disadvantage of Sell-Sword is that since it targets the creature, it can be killed in the response. Other than that, it's an advantage.
- Consider playing Witch's Mark instead of Thrill of Possibility. It's better against counter-spells, and if there is no benefit to play it as an instant, the Wicked role is a clear upside.
CickNason on
Prosshy Prossh
2 years ago
I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.
I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.
Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects
Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game
Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.
Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.
Hopefully this helps
DreadKhan on
Claim The Dark
3 years ago
Just checked your lands, you probably should look for some lands that don't enter tapped. Either way IMHO you'd be better off running budget fetchlands like Evolving Wilds over non-Basics like Guildgates, there are effects that will punish you for having non-Basics, and you don't need heavy fixing in here. You really, really want to use 1 drops and untapped lands in Modern, I took the liberty of looking up a few possible fits (relatively budget), Blackcleave Cliffs (pricey but good turn 1), Blightstep Pathway Flip (pricey), Foreboding Ruins (good with lots of Basics, dirt cheap), Sulfurous Springs (great with your life gain, very cheap), budget Basic fetching lands are worse than untapped duals, but most people already have multiple Evolving Wilds/Terramorphic Expanse kicking around, and they added the new Riveteers Overlook too fwiw.
If you want sneaky way to fix/ramp, you might try out Rakdos Keyrune, normally a 3 mana rock sucks, but this can also be a 3/1 First Strike for relatively little mana, and it's usually much harder to kill than a traditional creature. If you really want to keep a bunch of big mana cards then adding some ramp like this wouldn't hurt.
eliakimras on
Equipped Samurai
3 years ago
Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:
- Bloodfell Caves -> Sulfurous Springs
- Wind-Scarred Crag -> Battlefield Forge
- Scoured Barrens -> Caves of Koilos
- Evolving Wilds -> Smoldering Marsh
- Thriving Bluff -> Foreboding Ruins
- Thriving Heath -> Furycalm Snarl
- Thriving Moor -> Shineshadow Snarl
- Black Dragon Gate -> Dragonskull Summit
- Citadel Gate -> Clifftop Retreat
- Cliffgate -> Ash Barrens
You might also want to run some utility lands:
- Temple of Malice -> Bojuka Bog (good against graveyard decks)
- Temple of Triumph -> Axgard Armory (tutor on a land)
- Temple of Silence -> Sejiri Shelter Flip (protection spell that can be played as a land)
- Temple of the False God -> Rogue's Passage (free evasion)
- Mountain -> Sunhome, Fortress of the Legion (double strike on demand)
- Swamp -> Buried Ruin (recursion)
Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:










