Raugrin Triome

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Raugrin Triome

Land — Island Mountain Plains

(: Gain , or .)

Raugrin Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

Icbrgr on

1 month ago

beseides fetch lands the other check lands would go nicely with that full playset of Raugrin Triome.... 2x Glacial Fortress and 2x Clifftop Retreat...maybe even the snarl cycle Furycalm Snarl and Frostboil Snarl?

LunchBox1211 on dragon tribal is glorious

2 months ago

Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.

For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.

These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.

If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.

abbatromebone on Jeskai Poppet

3 months ago
  • Poppet Stitcher  Flip Is great when you have 1/1s but bad if they do anything more. Prowess is an ability so you tokens wouldn't be as strong. 3 mana is also fairly espensive. We would want to slow the game down more. I might suggest Luminarch Ascension being this is a value control deck. It helps keep card advantage and if you are holding mana you can sink it here at the end step.
  • Manamorphose also seems pretty good in the deck its a spell that gives you your mana back/fixes it into any of your needed colors and is card neutral.
  • Hard Evidence might be replaced with Slight of Hand or Serum Visions being you want to filter your deck better.
  • You are sitting a 8 fetchlands i wouldnt go past 6, 6 shock lands is also high Jeskai control is current running 7 fetch and 3 shock lands.
  • Consider Mystic Gate Castle Vantress Celestial Colonnade 1x Raugrin Triome Hall of Storm Giants 1x Eiganjo, Seat of the Empire The creature lands can help close games or stall games when needed.They also are more evasive which can help. Utility lands are worth it they really help. Fiery Islet and Sunbaked Canyon can also help draw cards and filter. I run 5 in my burn deck.
  • I also think 6 basics is a lot i would only do 2-3 personally. Espically when Seachrome Coast Inspiring Vantage and Spirebluff Canal exist.
  • Spectral Procession is a good value card to think about, Lingering Souls is also a card but i wouldnt go that route personally.
  • Boros Charm is also a great card that can protect against board wipes or give some burst with a mentor token or just give you the needed reach to close some games.
  • Let me know if you want me to look at the deck some more

Mortlocke on The Queen's Egg

3 months ago

Hey abierto,

Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:

Survival of the Fittest Sliver Alter Show

Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.

Hi Sneuxfox (death by Snu snu?),

Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.

I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:

Budget Aggro Sliver Decklist Show

What're your thoughts on the list, Sneuxfox ?

9-lives on

4 months ago

Alright! Awesome! forneyt, thank you so much for your help! You are amazing! Yes, nearly all of my cards take at least . Unfortunately, I can't change my manabase this week, and I plan on playing this week. However, I have this small issue: wouldn't it be better to run multiple Raugrin Triome and Mystic Monastery instead of lands that enter tapped while they have only two mana colors, like Needle Spires, Wandering Fumarole, Temple of Triumph, Temple of Epiphany and Celestial Colonnade? That means there are at least 6 tri-land I can add instead of those, and that brings me back to 8x tri-lands as in my original manabase as posted. The advantage of those cards is their activated abilities, but I don't plan on running many of those abilities. And, Everything that is listed on this deck is already owned by me. I also have 3x Soul-Scar Mage, but I can't run that at the same time as Soulfire Grand Master. I don't own Soulfire Grand Master, either.

forneyt on

4 months ago

Okay, thanks for the clarification haha. I think in the case of a more casual environment, Izzet Charm is great because it provides you different options, so it is rarely a dead card. Keep in mind that Izzet Charm only counters noncreature spells, whereas Mana Leak counters any spell, which is why having a couple of each is good. Mutiny looks like a fun, on-theme card, but it is very conditional, so I would suggest only doing 1 mainboard and maybe 1 sideboard. My issue with Illusory Wrappings is that if you enchant the creature and then bolt it, that is a 2-1 exchange in your opponent's favor (your enchantment [1] + your removal [1] for their creature [1]). A good replacement could be Polymorphist's Jest, which is an instant so you could swing in with your creatures then use it as a combat trick to take out more of your opponent's creatures with 1 spell. That is intensive and conditional, so that should probably be a 1-of in mainboard or max 2 in sideboard.

A couple Shocks should be plenty because it's a budget build, but no more than 2 of each because they are inefficient. Although, I think Shock would be better than Opt in this deck because you want to maximize damage, so perhaps you could push those out and replace them with Shocks and Izzet Charms. Once you have the budget for Skullcrack, the Shocks should be the first to go. I also believe that Guttersnipe, while it is undoubtedly a good card, should be replaced with Soulfire Grand Master because 3 mana is a lot when you have so many creatures in the deck. The Electrostatic Fields are cheaper, and they can be good blockers (on theme) and are resistant to opponents' Lightning Bolts, unlike Guttersnipe.

Classic Counterspell could also be good in this deck once your mana base is secure. Negate is also an amazing counterspell in the right meta, and it's cheap! One in the mainboard and/or a couple in the sideboard could prove valuable. Counterspells are important, but they are only helpful if they are applicable and castable. Make sure you have some variety and not too many with severe restrictions. So 4x Counterspell is good, but 1x Counterspell, 1x Mana Leak, 1x Negate, and 1x Izzet Charm is better. The 1x Mana Leak takes away the restriction without taking away the variety, the 1x Negate allows the mana flexibility of Mana Leak without the mana restriction at the expense of restrictive targets, and 1x Izzet Charm allows for greater variety in plays, but it's hard to beat the power of Counterspell so it deserves its spot.

That brings me to your mana base. My biggest suggestion is to avoid lands that don't tap for because almost all of your spells use in some way, and you can get mana screwed really easily if you don't have access to it. The pain lands would be perfect for your deck: Shivan Reef and Battlefield Forge. They provide you with your colors and come into play untapped, which is huge. In my opinion, Nephalia Academy is not helpful and you might as well have a Wastes instead because at least that can be tutored if a creature gets Path to Exiled. But I have some other utility lands to suggest for you.

If you find yourself building up a good board presence, Castle Embereth would be very helpful. If you find that your opponents are going wider, Surtland Frostpyre could be a good boardwipe. Geier Reach Sanitarium would be good to cycle dead draws, but it doesn't tap for a helpful color. Needle Spires and Wandering Fumarole are great manlands in your colors, and although Celestial Colonnade doesn't tap for , it can be the difference between staying behind and pulling ahead in longer matchups and is worth an include. Temple of Epiphany and Temple of Triumph are decent Turn 1 plays, as they can let you plan your next turn and counterstrike. Also, the longer I look at Soulfire Grand Master, the more I think it's perfect for the deck. If you take advantage of the lifelink it gives, the pain lands will be absolutely no trouble. It also allows you to recast your spells as you go into the late game in longer matchups, which is amazing. Keep in mind that for Mutiny, the opponent's creature is doing the damage, so you won't gain life.

Anyway, a solid manabase would be 4x Shivan Reef, 4x Battlefield Forge, 2x Raugrin Triome, 1x Needle Spires, 1x Wandering Fumarole, 2x Temple of Triumph, 1x Temple of Epiphany, 1x Celestial Colonnade, 3x Mountain, 1x Plains, 1x Island. About a third of these land come into play tapped instead of half as your deck currently stands, they all tap for relevant colors, and several give you some utility if your spells fall short. Some of the numbers will need to be tweaked depending on what your spells are, but this should be a great improvement! And all of these lands are around a dollar, many are less than a dollar (except for Celestial Colonnade, which is only a couple dollars, but it's really that good). Depending on the requirements, you may need to switch a Mountain for an Island, but your dual lands should cover it well.

forneyt on

5 months ago

White helps Red have access to some of the most efficient burn spells in the format, including Boros Charm and Lightning Helix, so if you are looking to have the fastest burn deck, cutting white may not be the best idea. Fetch lands are an important part of having a consistent and fast deck, since tapped lands like Mystic Monastery and Raugrin Triome require a turn for you to use. A couple of the Triomes may be okay to use, especially since they have Cycling, but to have 8 tapped lands as your mana base is way too slow. While the pathways are good for two color decks, they are severely lacking in three+ color decks. The Nephalia Academy probably hurts you more than it helps you because it does not tap for any color, so it is just a dead land drop and a basic land would probably be more useful. The ability doesn't truly protect you from discard decks since it doesn't maintain parity. If you need budget duals that may speed up your deck, consider Check Lands, Pain Lands, and/or Fast Lands to supplement.

Soulfire Grand Master would be a solid choice to offset the damage from Eidolon of the Great Revel, shock/pain lands, and fetches, as long as you can protect it long enough to gain life. Another card I think would be good for this deck is Monastery Mentor. Boros Reckoner, although I love that card, would not be good in this deck because of the mana base issue, as well as it wouldn't be very effective in dealing damage in this removal-heavy meta. Thing in the Ice  Flip, while is decent in a spell-slinger deck, is lacking in speed. Ionize is also too mana intensive to be worth a 4x slot, and Galvanic Iteration is a dead draw late game. Another burn spell, Skullcrack would be a good replacement.

So overall, I would suggest taking out 4x Boros Reckoner, 2x Thing In the Ice, 2x Galvanic Iteration, and 3x Ionize, and then add 4x Skullcrack, 2x Monastery Mentor, 2x Soulfire Grand Master, and 3x Eidolon of the Great Revel. These changes would allow you to push more damage, have greater threats on the board faster, and generate value by playing your already impactful spells.

DemMeowsephs on First Is The Best! (An EDH First Sliver Deck)

5 months ago

Hey there! Not sure how your mana-base is faring, but here are a few suggestions, as manabases in a five color deck can be very difficult.

Tri-Lands

Run all of the tri lands! I hate tap lands, trust me, but with the first sliver at the head I'm willing to bet you want him out as fast as possible. You're running most of them, but I'd recommend getting your hands on the others: Arcane Sanctum, Jungle Shrine, Nomad Outpost, and Sandsteppe Citadel.

Of course, the Ikora triomes would be awesome, but they can be a bit much per land if you have a smaller budget. For reference, here they are: Savai Triome, Ketria Triome, Indatha Triome, Raugrin Triome, Zagoth Triome.

Not sure how you feel about these, but something else to consider would be the 5 panoramas from wherever it was they were first printed. Having that choice of fetch without spending money on the big fetches can be a really big asset in many games: Naya Panorama, Jund Panorama, Grixis Panorama, Esper Panorama, and Bant Panorama.

Semi-Expensive Side

I'm sure you're aware of these, but in case you aren't, there are of course the expensive duals and fetch lands. The fetches (like for example, Bloodstained Mire) are incredibly powerful. They give you the power of choice between yes, the two colors, but beyond that virtually any color you wanted if you ran all the shock lands (like Stomping Ground). If you drew that Bloodstained Mire and needed a green, you could fetch Stomping Ground and boom, you have it. Of course, that is quite a lot of money, but if you weren't aware of them, it's a good thing to keep in mind. On a side note, the fetches are even more extremely powerful as they go to your graveyard, allowing you to recur them (with say, Ramunap Excavator) and get tons of landfall triggers per turn.

Ramp

You don't seem to have too much ramp in the deck besides the 3 green guys and a bit of Artifact ramp. Not sure how much you need more, but some I'd recommend are Fellwar Stone, Ornithopter of Paradise, Three Visits/Nature's Lore if you add the shock lands (like Stomping Ground, etc., then you can use these to find any color), Noble Hierarch, Ignoble Hierarch, Bloom Tender (adds one of each when big sliver is out!!), Birds of Paradise, definitely Arcane Signet, Sylvan Caryatid, etc. The dorks aren't slivers, but they are really really crucial in adding any color. It is a bit much of green though, which is probably not something you want to do, so maybe pick and choose wisely- especially if you replace the green ones I mentioned before (maybe not all of them). Let me know if you'd like some more of these kinds of ramp suggestions.

Anyways, I've got some stuff to do so I'll leave it at that for now- I'm not gonna read through this so sorry for any grammar errors too. Hope some of this is helpful, and insightful. Feel free to check out some of my decks (main one is Double Trouble EDH ⫸PRIMER⫷), and let me know if you have any questions or want some help. Best of luck with your deck, and have a wonderful evening.

edit: most of the slivers and all look good there's a couple things I'd swap no biggies, small things like maybe consider Kindred Discovery or Toski if you like Bident of Thassa) but that looks all good!

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