Graven Cairns

Graven Cairns

Land

: Add to your mana pool.

, : Add , , or to your mana pool.

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Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Shadowmoor (SHM) Rare
Future Sight (FUT) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Graven Cairns occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Rakdos: 0.97%

UBR (Grixis): 0.59%

RBW (Mardu): 0.94%

Graven Cairns Discussion

multimedia on Korvold is a jolly good fae cursed dragon

5 days ago

Hey, looks good, nice Dockside Extortionist :)

Temur Sabertooth can be a combo with Dockside, depending on how many artifacts/enchantments your opponents have. Sabertooth bounces Dockside for unlimited mana and infinite sacs for Korvold which is infinite draw. Draw into Mayhem Devil for a win condition from sacing Treasures. The manabase can use some improvements. Even on a budget there's several lands to consider adding starting with the staple Command Tower.

Other lands to consider adding:

Could cut Swamps and 1x Mountain for these dual lands.

Consider upgrading some of the ramp sources with one drop mana dorks? Mana dorks are good with Korvold, use them for ramp to get him onto the battlefield faster and then be fodder to sac.

Cards to consider cutting:

  • 1x Swamp
  • Burnished Hart
  • Falkenrath Noble
  • Vindictive Vampire
  • Kodama's Reach
  • Deathsprout
  • Mind Stone
  • Butcher of Malakir

Good luck with your deck.

Vulnoth on Turbo Aggro Grind Time

1 week ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

Heliogabale on Thantis, the Warweaver: Tokens out of Control

1 week ago

Cool idea for a deck. it does feel a bit confusing though, giving your opponent all these tokens without being sure you won't be the target of attacks. You are going to be dependent on cards like Crawlspace and No Mercy for your survival, which could be tricky once your friends get to know the deck.

The Karoo lands (like Golgari Rot Farm and the such) are bad here, because you are not playing Exploration or Burgeoning, so you are just bouncing lands to your hand and playing lands tapped. I would replace these with Filter Lands (Graven Cairns, Fire-Lit Thicket and Twilight Mire). I am also not a fan of Temples, you could go a long way with Myriad Landscape and some basics instead.

Decimate is not great, you need four targets when it resolves or it fizzles. I prefer Gaze of Granite that will destroy all these pesky tokens if needed.

Harmonize and Read the Bones are both single-use cards that could make way for repeat draw engines of other. I feel Rhythm of the Wild could be a great addition. Sylvan Library is auto-include for me in green; if you don't have that, maybe get a Phyrexian Arena in there.

Ring of Xathrid also looks like a low-value card that could make way to something impactful like a Steel Hellkite, again a great card to manage your opponent's tokens.

Hope this is helpful!

jakaeser on Mardu EDH Test (Cheap)

1 month ago

Here's a some more staple cards you should consider:

Removal

  • Vandalblast is arguably the best artifact board wipe in the game.
  • Blasphemous Act is a must-run in any red deck. It's red's best board wipe, hands down.
  • Bedevil has a very specific casting cost, but the payoff is its flexibility.
  • Rakdos Charm – never leave home without it. Modal graveyard hate, the ability to really mess up a token swarm deck, and at worst targeted artifact removal is too good not to run.
  • Darksteel Mutation to make their commander a bug.

Lands

Ramp

Other

  • Goblin Bombardment is one of my favoritest free sacrifice outlets. Sac outlets are way more flexible than you'd think – someone going to blow up your board? Make them eat however much damage. They want to steal a creature? How about no. Someone plays something like Imprisoned in the Moon on Alesha? Sac her first before she's a land forever more.
  • You could also consider blink effects like Ephemerate and Eerie Interlude as multi-function board protection and ETB abuse.

I'm sure I'll be back with more recommendations later ;)

multimedia on Merciless rage needs upgrading

1 month ago

Hey, you can do a lot with a $60 budget for upgrades. For non madness, do you still want to play the Worldgorger combo? Again this combo will be at least $20 of the $60 budget. Without the combo you could make plenty of other upgrades for $20, but the combo makes your deck much more competitive.

For multicolored decks I always start with allocating enough of the budget for the manabase, to add some playable lands. I figure I need to have a good manabase otherwise what's the point in making the deck if I can't consistently cast cards. For your deck I would start with adding these lands:

If playing non madness, still play some madness cards that become better when you discard them with Anje. There's really reason to not take some advantage of playable madness cards with Anje as Commander.

Other advice I can give will be determined on if you want to play the Worldgorger combo. I'm basing it on the combo because your deck can look quite a bit different if not playing the combo.

multimedia on Syr Gwyn, Hero of Ashvale

1 month ago

Hey, nice budget version of Syr Gwyn. You have good card sense. Choosing the better high CMC cards, the better equipment, the better lands with the budget you're working with and leaving subpar cards out :)

Cards to consider upgrading:

  • Syr Konrad, the Grim
  • Cabal Paladin
  • Varchild, Betrayer of Kjeldor
  • Josu Vess, Lich Knight
  • Corpse Knight
  • Smitten Swordmaster
  • Valiant Knight
  • Spidersilk Net
  • Bladed Pinions
  • Mortify
  • Inspiring Vantage
  • Concealed Courtyard
  • Tainted Field
  • Orzhov Basilica

Cards to consider adding:

Sunforger is a very good equipment when you don't have to pay it's equip cost; repeatable tutoring for an instant and casting it. Mistveil combos with Sunforger to put the instant you cast back into your library to then cast it again. This is a powerful interaction with Boros equipment strategies. You could expand a lot with a "Sunforger package of instants" especially because playing black, but even just having a few powerful instants is enough.

Good luck with your deck.

DemMeowsephs on Pioneer Rakdos Control

1 month ago

If you stick to Rakdos, I would consider some different lands such as the following:

Heliogabale on "Burn everyone!" B/W/R - Pillow Fort Bleed

2 months ago

Very cool deck!

If you are going to run only one indestructible creature, I would go for one that you can play easily and that you can actually use to burn enemies, like Hazoret the Fervent or revert to the Stuffy Doll, which was infinitely better than the Colossus.

Is it a choice not to have Exsanguinate?

Braid of Fire could be great here, enough to run Pyrohemia.

Urborg, Tomb of Yawgmoth would add value to you Pestilence and Cabal Stronghold, which should be a Cabal Coffers if you can get one.

I would lose Forsaken Sanctuary, Orzhov Basilica, Orzhov Guildgate, Scoured Barrens, Shambling Vent, Transguild Promenade and replace them with some of these: Command Tower, Clifftop Retreat, Dragonskull Summit, Smoldering Marsh, Luxury Suite, Tainted Peak, Graven Cairns, Fetid Heath and Rugged Prairie.

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