Inscription of Ruin

Inscription of Ruin

Sorcery

Kicker

Choose one. If this spell was kicked, choose any of the following, once.

  • Target opponent discards two cards.
  • Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
  • Destroy target creature with converted mana cost 3 or less.
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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Latest Decks as Commander

Inscription of Ruin Discussion

TheVectornaut on Black discard

3 weeks ago

Inscription of Ruin seems like it might be good here. It's a Mind Rot in the worst-case scenario, it's flexible, and gets really impactful when kicked to pull back a rat or Elderfang Disciple and kill something. Raiders' Wake is another card that synergizes with all your flyers and humans that want to attack anyway. A final card I'll mention is Skull Raid . I haven't played enough Kaldheim to get a strong read on Foretell, but this also strikes me as a much better Rot that still has value when your opponent's hand is dry. As a budget player myself, I tried to only suggest cards that cost under a dollar. Good luck at the kitchen table!

Apollo_Paladin on Slow Drip

1 month ago

Also, there is literally zero reason to run Mind Rot when both Mind Drain and Inscription of Ruin are both arena-available choices; I agree with the above comment that it lacks synergy. Inscription is multifunctional so you could try that w/o giving up the discard completely if it's something you like.

Kazierts on Monoblack Infect [Competitive/Primer]

1 month ago

Apollo_Paladin, I appreciate the suggestions, though there are a few problems with them.

  • Unstable Frontier is, honestly, nothing more than a meme. Yes, it makes the third mode of Funeral Charm better, but just that. The last mode is nothing more than an added bonus. Giving swampwalk is just a cute trick that can help close a game. If I wanted to go down this route, I'd just run more copies of Urborg, Tomb of Yawgmoth .

  • Witch's Vengeance can be kinda useful. Still, it's a bit too situation. If I were to swap my boardwipes, I'd just run Damnation , as it's more effective. The ability to leave my creatures intact is a decent upside, I just don't know if I'd rather have a boardwipe, in the sideboard, that's good against any board or that's good against some decks.

  • Inscription of Ruin is completely off the table. While it's technically correct to say all of its modes are useful, at 3 CMC they aren't good enough. Making an opponent discard two cards of their choice for three mana isn't good, hence why something like Mind Rot has basically never seen play and Hymn to Tourach is an insanely powerful card. The Unearth "effect" also isn't good. It does seem nice to reanimate some of the cheap creatures but this list has only eight targets that cost two mana. Honestly, I don't want to spend three mana for a two mana creature. The last mode is just a worse Fatal Push or Bloodchief's Thirst . On the other hand, Collective Brutality gives me knowledge about my opponent's hand while also allowing me to pick the card, which could, and probably will, be a removal spell, thus being better than an effect similar to Unearth . It's decent removal that bypasses indestructibility and regeneration. And last, but not least, the drain mode can actually help against burn/aggro matchups and minimises the the lifeloss from Castle Locthwain and Thoughtseize . The cherry on top of all of that is I don't need to pay extra mana for extra modes, which is great considering this deck caps out at four mana.

  • Call of the Death-Dweller is basically in the same spot as the Inscription, so I'll just talk about what's unique to it. Giving menace and deathtouch isn't really worth the cost. I could just run another equipment that gives something similar.

  • There are quite a few reasons why Fatal Push is better than Bloodchief's Thirst . Chief among those is the fact it's an instant. Aside from Thoughtseize and the singleton Raven's Crime , the deck has no true turn one play. Funeral Charm is something that can be played turn one but isn't really wanted. Fatal Push allows for a better use of my mana on the first turn, whereas the Thirst forces me to wait until turn two unless I'm on the draw. That being said, I'm actually considering swapping one copy of Yahenni's Expertise for one Thirst.

Sorry I took so long to reply and my reply seems like I shitting over your suggestions. I do appreciate the time and effort you took to comment.

Apollo_Paladin on Monoblack Infect [Competitive/Primer]

1 month ago

Neat build! Mono-color decks tend to be highly underrepresented in my experience & they are also a favorite of mine.

  • Some Unstable Frontier s could help you more reliably use Funeral Charm 's swampwalk for guaranteed poison hits. (Mana-free no less!) These can also be used strategically in certain instances to prevent opponent's from having the color mana they require to cast a spell.

  • Witch's Vengeance might make a good Sideboard replacement for use against Tribal builds over Yahenni's Expertise . This lets your limited Infect creatures remain in play and it's also less mana to cast.

  • Even though it's 1 more CMC, you might consider Inscription of Ruin over Collective Brutality since the options themselves aren't as limiting, and I struggle to see situations with this build where you'd actually want to be discarding from your own hand to pay for additional costs on this. A little "graveyard to play" for some of your cheap CMC Infect creatures certainly isn't an awful thing to have with a construction like this.

  • Call of the Death-Dweller might make the list too; at least on the Sideboard since it can fish out any creature in your current build. I notice you already touched on this topic above, which is why Inscription of Ruin might interest you; just the option among many, rather than mono-effect spells like Unearth .

  • Bloodchief's Thirst is superior to Fatal Push in my opinion, because options. Fatal Push isn't all that great as a mid-to-late game draw. Plus, Planeswalker hate = good.

Hope some of this helps, but either way I like your direction!

Bkotz on Heavenly Rapture

2 months ago

I like keeping Foulmire Knight for threat removal due to death touch, for card draw, and also for use as sacrifice for Great Hall of Starnheim . I did remove Inscription of Ruin for another card that lets me bring back creatures from my graveyard (blanking on the name right now). I’ll have to update the list when I get home.

ImaginitiveRascal on Heavenly Rapture

2 months ago

I would add Angel of Destiny to the maindeck because some of these cards just pump out lifegain. Vito, Thorn of the Dusk Rose is another great way to win off of lifegain. I also might take out some of the cards that don't have too much synergy, like The Birth of Meletis , Inscription of Ruin , and Foulmire Knight . I would say Mazemind Tome , but it is very good in any deck, and the lifegain makes it better.

Apollo_Paladin on Mono-Black Hand Hate (MTG Arena Build)

3 months ago

@ Profet93:

Every once in a while I do get overrun, but for the most part all of the Hand removal means I can pick away at an opponent's early plays rather than having to try and pick out the biggest overall threat. I can leave higher mana cost threats in an opponent's hand to be picked away later on by Mind Drain, Inscription of Ruin, and/or Davriel, Rogue Shadowmage.

The Creature/Enchantment destruction I have together here has proved quite effective in dealing with threats that manage to avoid being removed directly from Hand.

As far as win conditions, most games I win by using a combination of Davriel attrition and/or Nightmare Shepherd attacking once I've cleared the board/opponent's hand of threats. Also, for what it's worth I have two lifegain cards here: Mind Drain and Murderous Rider and while you are correct that it is not anywhere near enough for the amount of self-drain in this build, I find that I don't often have to self-drain all that much once I've established control of the board and hands.

Still, you make a valid point and I'd be lying if I said that sometimes this deck wasn't just completely overrun. Those seem to be pretty isolated cases though, and require a fairly solid "dream hand" from an opponent to pull off for the most part.

Out of curiosity, what all would you suggest to change to compensate for this? I'm open to ideas...

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