Raging Ravine

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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
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

Raging Ravine

Land

Raging Ravine enters the battlefield tapped.

: Add 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.

Fluggleshmuggits on Cube Eternal

5 months ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

plakjekaas on Pattern Recognition #244 - Lands …

11 months ago

There's also the corner cases of Raging Ravine and Den of the Bugbear, where, if you activate them multiple times, their triggered abilities will stack. If you activate Den of the Bugbear twice and stack with it, it will two times become a 3/2 goblin creature that brings a token when it attacks, therefor you will create two attacking tokens.

legendofa on Harsh Mentor and tapping lands

1 year ago
  1. Anything with a : colon is an activated ability. Lands with basic land types don't always have the rules text written out, but they inherently have ": Add (color)."

  2. Any activated ability that generates mana is a mana ability, including that of lands. Birds of Paradise and Dimir Signet are non-lands with mana abilities.

Final answer: Harsh Mentor won't deal damage if your opponent taps land to add mana. If they activate an ability of the land that isn't a mana ability (for example, Raging Ravine's creature ability or Castle Ardenvale's token creation), H.Mentor would deal its damage.

amicdeep on Destroy Lands? Lands Destroy You: Budget + Swap

1 year ago

i like the list, there are few addons i would recommend

Beast Within solid removal for a creature, land or anything else. (not great as it dose make a 3/3 but i can deal with difficult to answer threats like planswalkers (like wrenn and six) and huge creatures like deathsadow and non titan eldrazi, while still just killing a land to keep up the lock.

Acidic Slime kills a land a leaves you with a body with deathtouch.

Obsidian Charmaw kills a land, can be cheaper, is a big boy dragon to close the game with.

its late in the game. your out of spells, your opponent get a land down and next turn another will follow and the threats will start to be cast. you have Gnottvold Slumbermound or Memorial to War this is no longer an issue (and if its gnottvold you even have a wincon) perosnaly id run 2 copys of one of these.

not directly land destruiction but Bonecrusher Giant is phenomenal value often a 2-1 and will help you beat down after you have a solid advantage while acting as a removal spell in the early game.

Raging Ravine hard to kill wincon. and doesn't really cost a slot personally id run 2

packages that may be worth running

4x Boom / Bust + 4x Slagwoods Bridge 3x Darksteel Citadel this packages give you a way to start destroying lands on turn 2 without ramp. its fast but dose hit you own land, so some indestructible ones to help lessen the chance of you both loosing a land, but also if you do loose a land your much more likely to recover from it as your only loosing one, your opponent is going to continue to loose much more. (big downside is it dose up you tap land count)

3-4 Primal Command + 2 Eternal Witness. primal command is a solid land reset spell (it also stops your opponent drawing gas meaning its a solid stall card. but it also either gains you a ton of life, deals with a problematic graveyard and most importantly tutors a creature. if you tutor witness you can then get back primal command and chain out another witness while bouncing another land, and the the next turn cast command again tutoring out a wincon and bouncing another (but probably the same) land.

RambIe on Blue players

2 years ago

Nice DarkMagician!!
Kessig Wolf Run & Raging Ravine punch teferi then any destroy artifact

superrawmatthe on The Impossible Deck

2 years ago

Thank you amicdeep . Dropped Damnation , switched out Domri Rade for Domri, Anarch of Bolas and Davriel Cane for Liliana, Waker of the Dead . Added an extra 2 utility lands on top of the Raging Ravine i already had. Also added the Nissa of Shadowed Boughs , had played with that card on arena and forgot how good it actually was if you can protect it. Will have a think on some other options for removal...

amicdeep on The Impossible Deck

2 years ago

It's a solid start, but there are a couple of changes I would make, first, drop damnation, it's about 35% of your budget and only so, so in this deck. Next I would have a look at your removal packages (over the last year standard has done wanders for budget options)

I would seriously consider Bonecrusher Giant as a solid body and nice removal. It's a really nice hit by bloodbraid due to its duel nature

And Vraska, Golgari Queen it's a card draw engin late game and normally 2 abrupt decays. Which is always welcome.

I would also consider 2 copy's of Chevill, Bane of Monsters as he's solid card advantage and your offen going to be killing stuff.

As your not running dark confident or goyf your probably should be running 2 Tasigur, the Golden Fang as it's a solid mid game beater and late game card advantage engin.

Stone rain is ok but far from ideal in this deck, offen it's a do nothing card.

Putrid Leech , Mortality Spear , Terminate Are all cards I would consider

Also if your running blighting I'm a big fan of Chandra, Acolyte of Flame as she's basically a 2 snap casters mages. (She dose need some help for teh double red mana but it's with the range of workability)

On the subject of plainswalkers apart fro vraska (which is your best budget option) your other solid options are Domri, Anarch of Bolas , ramps, protects against control lists, it pumps and it removes stuff. He's probably the best option. After that there's also Liliana, Waker of the Dead (as close to lilly of veil as where going to get) and Nissa of Shadowed Boughs who is deceptively good over a long Grindy match, bringing back your best creature with counters, and being triggered twice a turn but evolving wilds.

Lastly I would also run a few utility lands. With Ifnir Deadlands , Hissing Quagmire , Raging Ravine and Treetop Village being the best options on a budget.

Hope some of this helps.

Profet93 on Xenagos, God of Revels that xtra combat is good

2 years ago

articred

I have not updated my Xenagos since exactly a year ago, so some of these suggestions do not take into account cards that have been released since then such as Jeska(i?)s will and battle mammoth which should find their way into this deck. Now onto my specific suggestions....

Beast Within - Instant speed permanent removal

Berserk - Yes, block Malignus with your 1/1, let's see how that turns out. Also to be used for politics as you can target an opponent's creature (such as their commander) who is attacking another opponent. This would be to replace Temur Battle rage IMO

Deflecting Swat - I'll say it once, I'll say it again. In Xenagos, your biggest issue is removal. You spend 5+ mana per beater in the hopes that they don't save removal. Most of your draw like hunters insight, return of the wildspeaker, momentous fall (although to a lesser extent) is based on the fact that you need a creature to target and if they remove your creature, you are shit out of luck. By adding swat, you can bluff while tapped out, protecting your creature allowing it to most likely survive to your next turn in order to cast one of the above mentioned draw spells. Moreover, this counters counterspells and redirects targeted removal, targeted draw, targeted extra turns, etc.... so much utility in 1 card. This is perhaps the second/third most powerful card in a Xenagos deck IMO

Heroic Intervention - Protection

Greater Good - THE MOST POWERFUL CARD IN ANY XENAGOS DECK. IF YOU DO NOT ADD THIS, THERE IS NOTHING MORE TO DISCUSS. THE SHEER VALUE OF THIS ALONE IS ASTRONOMICAL. Imagine casting a 6/6 beater, Xenagos doubles it to 12, they attempt to remove it, since it was going to die anyways, you sacrifice it to the "greater good" in order to draw 12 and discard 3. This doesn't include the fact that you can berserk your own creature prior to sacrificing it as well

Rancor - Nice to have, not necessary. Makes your 1/1 dorks 6 power with Xenagos, makes your beaters better. Hell, enchant it on an opponent's creature for politics

Sylvan Library - Nice to have, not necessary, but in Xenagos, it pays to have draw that isn't creature reliant.

Decimate - Can target Xenagos if there is no other enchantment. In EDH, you will always have targets. 4 for 1 is value, also note Hull Breach , it's little brother

Green Sun's Zenith - Tutor to the battlefield, yes please! While limited to green, it still is worth it. Getting what you need, when you need it.

Harmonize - Draw not based on creatures is nice to have

Life's Legacy - Similar to momentous fall, although easier to cast on the same turn as a beater. Do note that it suffers from the same issue as momentous fall, sacrificing as an additional cost to cast means be wary of the blue player. I like it, but some don't

Nissa's Pilgrimage - Ramp, more Turn 3 ramp enables a more consistent Turn 4 Xenagos. While we would love a Turn 3 Xenagos, the choice is between consistency or early on advantage, I choose consistency, but to each their own.

Skyshroud Claim - Gets 2 forests (note some cards are both forests and mountains) and brings them in untapped, so it helps with tempo, something Xenagos decks greatly lack. Would add this over nissa's pilgramage, although I like both if you can fit them

War Room - Not needed, but a maybe

Ancient Tomb - Ramp

Blighted Woodland / Myriad Landscape - Ramp

Bonders' Enclave - Draw

Raging Ravine / Dread Statuary - Manlands are useful because you can target your draw spells on them if you don't have any other creatures

Cragcrown Pathway  Flip - Forest or mountain, you decide!

Turntimber, Serpentine Wood - Land when you need it, a potential creature when you don't. I like the flexibility for 3 life

Yavimaya Hollow - Most useful but most expensive, protecting your creature from removal is what this deck needs.

Creatures are mostly preference, you have most of the good ones. Here are some others I think would fit nicely...

Elder Gargaroth - Will almost always be draw, but I love the utility

Inferno Titan - Removal

Kogla, the Titan Ape - Removal + Utility, although you only have 2 humans, Eternal Witness might be worth including, but thats personal preference

I couldn't suggest more than what's allowed by tappedout, but let me know what you think of each suggestion. If you want ideas for cuts, lmk

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