Creature — Cleric
You may play land cards from your graveyard.
|Have (3)||metalmagic , WillofForce ,|
|Want (5)||bloodmoonhowler , Luntsu , Lord_Ruesch , Ozurot , AmuroRei|
Printings View all
|Hour of Devastation (HOU)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Ramunap Excavator occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.72%
BRG (Jund): 1.45%
Ramunap Excavator Discussion
1 day ago
A typical turn 3 win would include fast-mana, a land, a 3-cmc creature, and Birthing Pod. For example a hand (we'll even assume two mulligans) consisting of:
With this we can play Savannah, Mana Crypt, and Ramunap Excavator turn 1. Then, turn 2 we play Wooded Foothills and Birthing Pod, and even without activating it that turn, we could potentially combo off on turn 3.
Note that this is under goldfish conditions. At any point, our Crypt or Pod could be blown up or countered, and our chain disrupted with spot removal. It would also pay to play Abolisher and protect our combo.
While we and most other decks in cEDH have the potential to win on turns 1-3, that rarely happens due to interaction from the rest of the table. This is why our stax and interaction pieces are so important, and why slowing everyone else down before trying to combo off is often the better plan.
The Earthcraft/Altar combo is mostly weak to counter spells, but is fairly resilient otherwise due to being instant-speed. It is, however, the back-up plan. It is more something that we draw into incidentally, or tutored for after the fact, as we should be focusing on the Kiki-Jiki lines as much as possible. They are the fastest and require the least amount of board presence.
2 days ago
I don’t like Liege of the Tangle much, especially if your playgroup’s meta runs many boardwipes since the lands stay creatures as long as they have counters on them whether the liege is on the battlefield or not. Making a bunch of 8/8s is powerful for sure though, and if you can manage to only use untapped lands after casting him then it’s probably ok. Then at least you get your use out of him. I’m also on the fence about the Embodiment of Insight, but being able to swing with the above 8/8s and still use them for mana sounds great to me. The 3/3s from the landfall ability may not always be relevant, but still could have purpose.
I’d also suggest finding room for Ramunap Excavator for some redundancy with Crucible of Worlds, since you don’t always want to be using Windgrace’s minus ability to get lands back. Again, powerful ability, definitely use it, but being able to discard a land to draw two cards has been so useful for me.
Gitrog is awesome here, and as much as Omnath is expensive, he does work too. Since you’re using some fetches like Terramorphic Expanse and Jund Panorama I’d recommend Titania, Protector of Argoth too. She’s so good. Even better if you find the budget for cards like Wooded Foothills, Verdant Catacombs, Bloodstained Mire and the other six fetches you can legally run here. The more density of lands that sac themselves the better. Especially if you get Mina and Denn, Wildborn or Gitrog our with them.
Ok. So we’re looking for up to 6 slots for the four you wanted, and possibly the two I suggested. I’m first looking at your high cost cards since you’re adding a couple, and whatever else feels low impact. I’ll try to suggest more than 6 so you can think about their roles and how you see them fitting, cause this is your deck and how it plays is your fun, not mine.
Moldgraf Monstrosity recursion good; random bad, expensive bad, and if it gets exiled by not its ability;bad.
Charnelhoard Wurm; recursion of any card, really good; expensive bad, combat damage reliant, possibly bad.
Thantis, the Warweaver; flavour super cool, ability to speed up games; good, relevant to your decks plan, not really.
Rubblehulk is a huge body, for me his bloodrush ability is probably the most useful thing, otherwise there will be times he does nothing. The ability to get in for lethal off his bloodrush ability is real though.
Etali and Flameblast, not on theme but both super powerful. I like Etali better; that ability is so useful, a bit random but free spells are free spells. That being said flying is a real threat to this deck so having the dragon could be useful too.
Baloth Woodcrasher; just a beater, an on theme beater that could potentially be a really big trampler if you get a bunch of lands entering on the same turn, but nonetheless still just a beater. The multiple fetchland recursion is when I love playing windgrace the most though so I see the appeal. Crash of Rhino Beetles is kind of the same. Although a 15/15 is nothing to scoff at. Zendikar Incarnate fits here too.
Emissary of Grudges; it’s interesting and it’s ability is useful. It’s also late game and I don’t see how it contributes to your game plan. I could be wrong though.
Gyrus, Waker of Corpses is cool but might not be on theme. I’m not sure how often you need your creatures in your graveyard though.
There might be some more effective cards than Lavalanche (single target,) Retreat to Hagra (but deathtouch is nice, and the other ability could have some nice turns in corner cases,) and a few others but functionally I don’t have complaints about them.
Sorry for the wall of text, but I don’t like giving my input without the thought behind it.
Anyway, what do you think?
1 week ago
This deck is my favorite, so I love answering questions about it!
Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.
What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.
How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.
So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:
The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.
The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.
The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.
Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.
Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.
With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!
1 week ago
Azusa not as a commander but as a card for value inside a Sultai deck running this. Azusa is better than Dryad of the Ilysian Grove. Mana fixing has not been a problem in the format due to the inclusion of all the fetches. Dryad has mana fixing powers, but they don't outweigh the speed benefit of 2 extra lands a turn instead of 1. The Island land type is nice for memeing with Mystic Sanctuary, but fully teched decks are looking at 2 island ABU duals and 2 island shocks, more than plenty to hit 3. Azusa certainly shouldn't be the commander but when you are in Sultai and have options like Rhystic Study and Mystic Remora and Necropotence to fill your hand, it becomes much more appealing for grinding. It also functions fully with Ramunap Excavator and Crucible of Worlds, meaning a single fetch in your graveyard guarantees 3 lands/turn. If you aren't running some funtastic Dryad of the Ilysian Grove + Crypt Ghast/Cabal Coffers combo, Azusa is going to outperform.
1 week ago
At the moment I feel like Bolas's Citadel, Mystic Forge, and Future Sight all offer the same primary game winning line when combined with Sensei's Divining Top and they feel pretty interchangeable. Since I've included the Bloom Wheel combo package I've been running the Citadel lately because of how nicely it pairs with it. Being able to cast Summer Bloom off the top of the library with life total can facilitate the combo without needing a Waterlogged Grove type land in play, but the loop isn't infinite without Gingerbread Cabin or Angel's Grace. I'm not exactly set yet on what "cast from the top of library" piece I want to use so I'm playing around with each and seeing how I like it, right now it's the Citadel's turn and it's been a good performer in the role. Usually digging 20 or 30 cards with the Top combo itself is more than enough to find the pieces required to close out the game and the Citadel kind of performs as an Ad Nauseam for more in that kind of situation.
Smothering Tithe is a card I've done a small amount of testing with also but it simply isn't needed very often with the Bloom Package and standard Dork/Rock set up pretty consistently providing absurd mana very quickly. Playing it in addition was very much "win more" in performance terms and playing it without the other ramp pieces tended to lead to losses due to tapping out/low at critical moments and being unable to interact effectively. I think there are some cEDH decks where it makes a lot of sense to run it (Wheel Thief concepts definitely come to mind) but most T&T decks likely might not want to since they have better ramp options that are dramatically less risky and dramatically more consistent in terms of opening hands. I've not really had enough games with it yet to know if the mixed bag performance is to be expected so I've got more testing to do with it. My gut tells me that needing to realistically think about casting it on turns 2 and 3 is too much to ask for most of the time in competitive settings unless you're fine with just gambling on losing the game on turn 2 or 3 trying to greed cast it and understanding that casting it in the mid game turns 4 and 5 has a very close to zero chance of it resolving or sticking around for more than one turn cycle, all while the more fortunate ramped out opponents don't mind paying with that extra Mana Crypt that's just lying around not doing much.
Witch's Cottage and the Cabin both initially got a "just for fun look" and then some how managed to perform admirably enough to warrant real looks. I've since learned Gingerbread Cabin is only worth running if Bolas's Citadel is included, but the Cottage has been quite wonderful as a back pocket silver bullet. Being able to fetch it to return an already binned Notion Thief or Ramunap Excavator to lift off the top with a Tymna swing has sealed a number of wins. At this point I'm willing to run Witch's Cottage very liberally in T&T builds that run any important creatures that might draw interaction. I have yet to see many builds running it, but many cEDH staples should consider Witch's Cottage a must run in properly constructed lists due to the prevelance of Ashiok, Dream Render, wheel effects, and counterspell interaction that often bins important combo creatures the first time they get run out. Mystic Sanctuary, likewise, should at this point be considered a must run card in cEDH deck lists, particularly T&T lists.
As for Island count, the deck runs a plethora of them and has no issue reaching 3 in play very quickly and very easily. Partly due to typical play patterns induced by Summer Bloom and "play land from graveyard" effects, but mostly due to fetch lands just being busted.
I've liked the Bloom Wheel package performance so far, but the inclusion of it rather takes up the card slots that other packages could slot into, such as the Inception concept. I've not figured out a way to include both set ups all that effectively but the best bet so far has been to roll without the Top Combo package. I've got more fiddling to do with that before I've gotten enough data to know what combination of packages is universally ideal, but I do have some decent data so far about certain packages in situational meta circumstances and a ton of work ahead of me to update the list and primer. Of course with COVID-19 lock down I've got plenty of time to work on it, but it's still a bit of a daunting task.
1 week ago
So I've been retooling cEDH decks with the release of new sets and plenty of free time due to COVID-19 lock down and our group has come up with something quite powerful. It's all based around this core package of cards that any deck in Sultai colors can run:
With the additional supporting elements for the concept including:
The power lies in the fact that these are all cards a player can play as part of more natural development that offer incremental advantages without preventing decks from having resources left to interact and capitalize on the developmental advantages being accrued. Ultimately the core components of the combo combine to generate an infinite mana/card draw loop (that can also restock the library, it's a very nifty loop that works kind of like a swiss army knife), and these components aren't the types of cards players tend to want to spend interaction on, particularly when they know the deck is also running perhaps a Dramatic Scepter, Power Monolith, or Flash Hulk combo in addition. The critters do a fantastic job of halting Tymna advances, playing fetch lands repeatedly from the grave consistently bypasses one of the more difficult things for cEDH decks to get done due to low land counts with lots of fast mana (always make land drops), opening hand ramp out and consistency is significantly improved, and the supplemental pieces enhance these aspects very naturally while also offering a side line that locks opponents out in grindier matches (Strip Mine being used to manually Armageddon everyone else, often in a single turn when combined with Summer Bloom).
I've been testing the concept in any deck that can employ it and the results have been excellent, though they are best when paired with some additional concepts; namely mass card draw (Wheel effects in particular). I recommend giving the concept a try, it's quite enjoyable and astonishingly competitive.
1 week ago
You've got Avacyn's Pilgrim, which is good fixing and ramp, and Sol Ring, so that's a good start. Some more good 1-2 mana ramp would speed you up: Selesnya Signet, Wild Growth, Fertile Ground, etc.
Secondly, more lands. I steer clear of lands that ETB tapped, and I never slot in less than 36 lands. Oracle of Mul Daya would be pure fire if you increased your land count. Maybe even as high as 38+.
If you replace the tap lands with basics and Evolving Wilds/Terramorphic Expanse, you open up a couple possibilities: 1) Land Tax, 2) Karametra + Whitemane Lion/Kor Skyfisher combo, and 3) Ramunap Excavator + Wayward Swordtooth fetchland loop (also works with Oracle).
Lastly, take a hard look at your card draw. I didn't look real hard, but I didn't notice much. Rishkar's Expertise, Soul's Majesty, Huatli, Radiant Champion, maybe Freyalise, Llanowar's Fury since she's also more ramp.... Beast Whisperer, Colossal Majesty, and Drumhunter all have a similar vibe to Elemental Bond.
Best of luck!
3 weeks ago
Thanks for the suggestions on Ramunap Excavator and Diabolic Intent. I really looked into these, but at some point you have to draw a line for committing to a certain deck. However, I do have some issues with staying on curve, so probably the Ramunap Excavator might just be a perfect addition.