Rugged Highlands

Rugged Highlands

Land

Rugged Highlands enters the battlefield tapped.

When Rugged Highlands enters the battlefield, you gain 1 life.

: Gain or .

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Legality

Format Legality
1v1 Commander Legal
Pauper EDH Legal
Pre-release Legal
Historic Legal
Arena Legal
Highlander Legal
Custom Legal
Legacy Legal
Pioneer Legal
Commander / EDH Legal
Unformat Legal
Leviathan Legal
Brawl Legal
Casual Legal
Canadian Highlander Legal
Gladiator Legal
Modern Legal
Vintage Legal
Duel Commander Legal
Limited Legal
Standard Legal
Pauper Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal

Rugged Highlands occurrence in decks from the last year

Latest Decks as Commander

Rugged Highlands Discussion

5colourchaos on Riku of Two Reflections - Duping & Infinite combos

2 weeks ago

Thank you both very much for you input! I went to my local card shop and made a few more changes to my deck. I had Neoform already, and took it out cause I didn't think it would gel, I appreciate you pointing that out to me.

These are all the changes I made:

Glimpse of Freedom ---> Brainstorm

Armory of Iroas ---> Solemn Simulacrum

Gruul Guildgate ---> Cragcrown Pathway  Flip

Khalni Garden ---> Riverglide Pathway  Flip

Rugged Highlands ---> Barkchannel Pathway  Flip

Hamletback Goliath ---> Mana Reflection

Temple of the False God ---> Glasspool Mimic  Flip

Seer's Lantern ---> Kodama's Reach

Wall of Runes ---> Llanowar Elves

Neoform ---> Burnished Hart

Replacing Burnished Hart is more so because it's a very curvy holo that sticks out in my deck too much, and drives me crazy lol.

tbone2072 on

3 months ago

Alright, I looked over your deck, and hear are some suggestions that I would make

  1. I would be wary of cards like Sprout Swarm and Shamanic Revelation that care about how many creatures you have because your deck is focused on sacrificing creatures.

  2. I'm curious as to why you have Vance's Blasting Cannons  Flip in the deck because I don't see a way to easily flip it.

  3. I would replace Verdant Force with Tendershoot Dryad as the dryad is cheaper and can also buff all your saprolings if you have the city's blessing.

  4. I think your deck needs more land. 28 lands seems really low, even with all the ramp that you have.

  5. Adding more nonbasic lands like Savage Lands and Rugged Highlands to help with color fixing would greatly benefit your deck.

  6. I would recommend removing Saproling Cluster because paying 1 mana and discarding a card to get a 1/1 is a very bad deal.

  7. You might want to consider adding more removal. I would recommend Malicious Affliction as you can easily trigger morbid with your commander, Putrefy, and Dreadbore.

  8. I would also put in some boardwipes like Blasphemous Act because even though you plan to have a lot of creatures on your board sometimes an opponent will have an even bigger board and having a boardwipe to deal with them is important.

I hoped this helped your deckbuilding and if you have any other questions feel free to ask!

Murphy77 on Gruul Landfall

4 months ago

I really like the idea. I just get the feeling that the most aggro landfall would be something like: Turn 1; Mountain and Akoum Hellhound, Turn 2; Land and Infuriate - swing with 5/5 in turn 2... With the landfall ramp that you get from Radha, Heart of Keld, you need at least 3 copies in your deck. I like the idea of Azusa, Lost but Seeking as a facilitator of multiple landfalls per turn, but a wide range of other creatures that do not have any landfall effects just seem to slow down your deck. Definitely, some instant power ramps are needed. I would keep in Cultivate. My list for this deck would be:

Main Deck

2 Phylath, World Sculptor,

2 Azusa, Lost but Seeking,

3 Radha, Heart of Keld,

4 Scute Swarm,

4 Brushfire Elemental,

4 Akoum Hellhound,

4 Kazandu Mammoth  Flip,

3 Cultivate,

3 Infuriate,

3 Unleash Fury,

3 Fire Prophecy,

3 Rugged Highlands,

3 Fabled Passage,

3 Evolving Wilds,

9 Forest,

7 Mountain.

Side Board

2 Ashaya, Soul of the Wild,

3 Thundering Rebuke,

3 Heroic Intervention,

3 Ranger's Guile,

4 Shadowspear (works in just about any deck).

multimedia on Atla Palani, Nest Tender

5 months ago

Hey, nice budget version of Atla.

You have three of the best cards with Atla: Mirror Entity, Skullclamp and Goblin Bombardment. Eladamri's Call, Open the Armory and Idyllic Tutor are tutors for one of these cards. Crop Rotation can tutor for High Market or Opal Palace. Palace is actually an important card with Atla because if you cast her with Palace then she gets a +1/+1 counter. Atla having a counter means she doesn't die when you activate Mirror Entity for zero turning all creatures you control into 0/0 Eggs. This is how you can take real advantage of Entity.

Some budget lands to consider adding: Ash Barrens, Battlefield Forge, Canopy Vista


Cards to consider cutting to add the tutors and lands: Rugged Highlands, Birthing Boughs, Dragon Egg, Crucible of Fire, Palladia-Mors, the Ruiner, Explosive Vegetation, Sunscorch Regent

Good luck with your deck.

multimedia on Kalamax-imum Overdrive

6 months ago

Hey, good upgrades of the precon. Interesting version with lots of creatures. I've been playing Kalamax on a budget since he was released and I personally prefer less creatures and more instants/sorceries. My version is very different than yours, but I have some suggestions of how you can improve your version.

Cards from the precon to consider adding:

Kessig Wolf Run is one of the better support lands with Kalamax since it can a repeatable source of trample. Getting both Run and Encampment or Settlement with Crop Rotation is nice. Run is a land upgrade for Sapseep Forest. Harrow is one of the better land ramp spells with Kalamax because you sac one land to search for four basic lands of your choice and put them onto the battlefield untapped. Getting the basic lands untapped gives you mana to cast a spell on an opponent's turn and that's really the strength of Kalamax. Harrow is better than Natural Connection.

Primal Empathy is a fine repeatable draw source since Kalamax is going to most likely be the biggest creature on the battlefield and if he isn't then put another counter on him to make him bigger. The three Bounce lands are good budget lands that are upgrades for Guildgates and Life lands (Rugged Highlands).


Some cards to consider adding:

Narset's Reversal is powerful with Kalamax since it can be a repeatable instant. You can return the original Reversal back to your hand with the copy of Reversal that Kalamax makes and still get a copy of opponent's or your own instant/sorcery you first copied. The repeatable interaction is nice with Guttersnipe and other creatures who ping your opponents. Reversal could replace Volcanic Geyser.

Shared Summons is an instant creature tutor that can get any two different creatures. With Kalamax it can tutor for four different creatures. Summons could replace Whiplash Trap. Wavebreak Hippocamp could replace Lunar Mystic. It's one less mana and the draw is repeatable for no mana cost. Sprite Dragon is a upgrade for Spellgorger Weird. It's one less mana and has evasion flying to take more advantage of having a lot of counters.

Paradise Druid can tap to make any color of mana and can use this mana to cast any card. Paradise is a ramp upgrade for Vodalian Arcanist. Cultivator's Caravan is an upgrade for a three drop mana rock because of crew 3 which is a repeatable way at instant speed tap Kalamax.

Good luck with your deck.

multimedia on Lightning-Butt Strikes Back!

6 months ago

Hey, my advice is choose one of Passage/Grounds/Lighthouse and cut the other two because lots of only colorless land sources can be problematic with Kalamax. Wolf Run/Settlement/Encampment are colorless sources and have much better interaction with Kalamax then other colorless lands.

In my opinion Passage is better than Grounds and Lighthouse, but I'm partial to attacking with Kalamax which Passage helps with. In my version I cut Passage for Reliquary Tower because I have lots more spells that can draw a lot of cards with Kalamax and I would rather keep those cards in hand than discard them. A reason to cut Passage is because you already have Wolf Run and it's an overall better land for repeatable evasion for Kalamax.

I presume you're playing Grounds because you're consistently against opponent graveyard strategies? If not then it could be cut since you don't have other Deserts and other than Encampment it's not worth including other Deserts. Lighthouse also doesn't seem worth it as a repeatable draw source since you can get better draw from many other sources.


Some changes to consider with cards in the maybeboard:

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