Raging Ravine

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters Promo (UMAP) Mythic Rare
Ultimate Masters (UMA) Rare
Worldwake (WWK) Rare

Combos Browse all

Raging Ravine

Land

Raging Ravine enters the battlefield tapped.

: Gain or .

: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.

Raging Ravine Discussion

multimedia on Gas Powered Stick V4.1

1 day ago

Hey, SideBae gave you great advice, almost too much ;)

Where to consider starting to make upgrades is the manabase. In my opinion it's the worse part of your current deck. The manabase looks like a budget beginner manabase. Want more good dual lands to go along with the rest of the good cards here. There's many lands to consider adding that are within this deck's budget.

Command Tower is the most played land for multi-colored decks in Commander and for good reason since it can ETB (enter the battlefield) untapped to make any one color of mana that you need. Cinder Glade , Sheltered Thicket and expensive price Stomping Ground are Forest dual lands meaning Nature's Lore , Farseek , Wood Elves and Skyshroud Claim can search for them and put them onto the battlefield. Being able to land ramp with dual lands is very helpful.

The next dual lands to consider are more that can ETB untapped: Karplusan Forest and expensive price Spire Garden . Since playing a lot of basic lands then Rootbound Crag and Game Trail will consistently ETB untapped. Kessig Wolf Run or the less expensive and worse Skarrg, the Rage Pits can give Xenagos or another creature trample.

Some lands that ETB tapped are fine, but these lands need to give you something that's worth it. Raging Ravine is the Gruul creature land and it's good with Xenagos ability to pump a creature. Mosswort Bridge will ETB tapped, but it's hideaway ability is worth it since with Xenagos able to double the power of a creature; getting 10 power worth of creatures is not difficult. Being able to the play the card you hideaway for mana cost is very good.


Lands to consider adding:

Lands to consider cutting:

  • 6x Forest
  • 3x Mountain
  • Naya Panorama
  • Temple of Abandon

Eclipse28420 on Free Real-Estate (RG Lands)

6 days ago

I’ve seen legacy’s “52 lands” several times and the lack of Maze of Ith terrifys me. The closest thing modern has is Mystifying Maze and although you don’t want to hit Primeval Titan with it and the atk triggers has gone off for like Ulamog, ceaseless hunger, it’s ok in some MUs. Here are some relevant creatures it could fight:

Goblin Guide

Monastary Swiftspear

(If you don’t die before T5 vs burn)

Tireless Tracker

Tarmagoyf

Baneslayer Angel

Craterhoof Behemoth

Thing in the Ice  Flip

Hogaak, Arisen Necropolis

There are more but it’s meta dependent.

I do agree that filter lands are important when swapping triple color requirements and that colorless producing lands hurt that strategy. Also there is no Wasteland in modern but the low basic count remains so maybe 2 Ghost Quarter or Field of Ruin in the 75 could help.

That Cindervines idea isn’t as bad as it sounds either because prison is a thing (sun and moon / restore balance). They have the ability to run both Leyline of Sanctity and Blood Moon to stop Flame Jab and Raging Ravine . I’m guessing burn and prison are your bad MUs and you can focus on that or let it be and see how you can improve on more favored ones post board.

You can also try Alpine Moon to hit targeted problems while keeping your man-lands active.

Servo_Token on L.O.A.M.

1 week ago

Hey there,

So I have a couple of opinions on this build. Currently, I don't think your mana works. I feel like you have too many of the Horizon lands, not enough shocks, and the whole thing seems very inconsistent. In loam style decks, you only need about 6 fetches because you can recycle them. I feel like 3 "draw a card" lands is fine for a 4 color deck as well, and you might be better to pick the colors you're most likely to need early game and go with the appropriate lands from there (maybe 2x G/B and 1x R/W). Field of Ruin is better than Ghost Quarter about 75% of the time because you don't go down a land to use it. What I would do for a mana base for this deck is something like this:

1x Field of Ruin , 1x Bojuka Bog , 1x Raging Ravine , 1x Graven Cairns , 2x Nurturing Peatland , 1x Sunbaked Canyon , 3x Verdant Catacombs , 1x Marsh Flats , 2x Wooded Foothills , 2x Blood Crypt , 2x Overgrown Tomb , 1x Godless Shrine , 1x Sacred Foundry , 1x Stomping Ground , 2x Forest , 2x Swamp , 1x Mountain , 1x Sheltered Thicket

This gets you a more solid base that isn't trying to play a little bit of everything like you currently are, and protects from some of the major threats you'll face like blood moon and fields of ruin.

As for the main deck, I like everything in here. Only thing I might suggest is to find room for 2 more discard spells, because 5-7 is the sweet spot for this kind of deck. Maybe cut like one Dark Confidant , one Lingering Souls ? I'm not sure on what will work best there, but adding more discard seems essential.

It looks good though! I'm sure it will be fun to play.

multimedia on GRUUL SMASH

1 month ago

Hey, Fauna Shaman is now a $5 card and she can be a repeatable creature tutor. Gamble and Signal the Clans are other tutors to consider adding. Consider mixing up your ramp sources? Consider cutting Rampant Growth and Nissa's Pilgrimage replacing them with Gruul Signet and Talisman of Impulse ?

For the manabase you've forgotten Command Tower . Other lands to consider adding are: Cinder Glade (it's another Forest dual land), Karplusan Forest , Raging Ravine (Xenagos can pump it), Ash Barrens .

JoshFox on Gruul Cragganwick

1 month ago

stensiagamekeeper--wow. Best deck comments ever!

One, math is hard. Agreed. I've run 8 dorks before and it feels ALL IN on the combo. No plan B. I'll stick to 6 for now, but run 4 Birds of Paradise and 2 Noble Hierarch s (the original list was 2 Birds and 4 Nobles which felt wrong for color fixing).

Two, agreed. I'll probably run Nullhide Ferox the first night, but I think Obstinate Baloth is where it is at. 2 less fling damage for 4 maindeck life gain seems correct.

Three, the deck originally called for a maindeck Cavern of Souls but I agree it doesn't need it. I will keep an eye on the mana and consider adjusting my dork split. I hadn't thought of the Raging Ravine angle. I'll add it to the Maybeboard.

Four, ah! It didn't occur to me Linvala, Keeper of Silence was for that match up. I suppose that works for Whir Prison, too. Thanks!

The creator of the deck has top 8'ed with and without Ghalta, Primal Hunger . I'll keep it on my radar. Surrak, the Hunt Caller is faster than he looks because if you evolve Strangleroot Geist his undying trigger gives you 8 power and haste. I'm staying away from enchantments, planeswalkers, and 5 drops for now because they don't combo well with Strangleroot Geist plus Eldritch Evolution . Otherwise the boar or some of the new god-eternals would be sweet!

Thanks for your help and let me know if you think of anything else, or if you have any Modern lists you need a second set of eyes on!

Neotrup on Can +1/+1 counters be on ...

1 month ago

+1/+1 counters can be on any type of permanent, but only modify power and toughness while the permanent is a creature. Llanowar Reborn even get's a counter without ever being a creature and Raging Ravine picks up counters so that each time it becomes a creature it retains the boosted power.

As for Price of Betrayal , Gatherer provides an answer:
5/3/2019 Price of Betrayal has only one target. You may remove different kinds of counters from that one target, and you may also remove multiples of the same kind of counter from that one target.

TheCardPool on Bringing Them Old-School Beats (Nikya EDH)

3 months ago

UPDATE #1

Out:

Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells  Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest

In:

Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian  Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity

My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.

Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.

Thoughts?

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Raging Ravine occurrence in decks from the last year

Modern:

All decks: 0.08%

Commander / EDH:

All decks: 0.01%