Road / Ruin

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Legality

Format Legality
1v1 Commander 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Road / Ruin

Instant

Road

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.


Sorcery

Ruin

Aftermath (Cast this spell only from your graveyard. Then exile it.)

This deals damage to target creature equal to the number of lands you control.

king-saproling on Dean's car collection

6 months ago

Maybe toss Road / Ruin in there?

DreadKhan on Going beyond 40 lands if …

7 months ago

I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).

If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp  Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery  Flip and Valakut Awakening  Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.

I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.

DreadKhan on thantis and the boys

2 years ago

I don't think Thantis should leave home without Rite of the Raging Storm, this way everyone has stuff to swing as your opponents, but nobody has extra vs you, but it also should work with Garruk's Uprising. Akroan Horse is another so-so source of bodies that get better with supporting buffs. I am always surprised at how much work War Cadence can do in a meta with lots of attacking, it can even play like a Stax effect if the board is pretty big, because you can turn any swing into an unblockable one at instant speed. Mask of Griselbrand is a pretty impressive equipment in practice, Flying is great evasion, Lifelink is a great ability on a large creature and that much card draw can change a game's outcome very easily.

If you're looking seriously at cards like Assassinate, I feel I should point out that it's a Sorcery and has targeting limitations. If you want to run sorcery speed removal then I strongly recommend Make an Example and Phyrexian Purge, both of those are quite a bit better. I think you could also look at Beast Within and Road / Ruin, both are very useful spells, offering versatility of effect.

Have you drawn Nikya in many games yet? I feel like with only 31 creatures in the 99 that you'll not want to cast him very often, it'll interfere with your other spells.

I'm not sure that Dragon Whelp is a very reliable Commander card, it's not that much less mana than a Shivan Dragon, and it's a much worse card. I would note that most people who play Shivan Dragon in Commander are playing it as a pet card, there are other better cards you could play. I think you could just play something like Avatar of Fury even, it's janky but it's very easy for it to cost 2 mana later game, or maybe Cavalier of Flame if you want something pricier.

Since Thantis can get pretty big, I suspect anything like Return of the Wildspeaker or Rishkar's Expertise would be pretty solid in here.

I'm not sure how much of a target Thantis ends up being, but Angel's Trumpet is a nice back up option that does something similar.

DreadKhan on Pariah's Stompy Gruul Deck

2 years ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

SpecimeN87 on Conspiracy of Clan Punishing Burn

3 years ago

Saw the tooth an nail note. what about Shared Summons and Turntimber Symbiosis  Flip? the other is gruul Signal the Clans I believe. Also because of the decks title, i think a conspired Road / Ruin would be hilarious with vigor in play!

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