Ruin Crab

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ruin Crab

Creature — Crab

Landfall — Whenever a land enters the battlefield under your control, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

wallisface on Dude, Where's My Deck?

3 weeks ago

Some suggestions:

Yeti_Confetti on Dude, Where's My Deck?

3 weeks ago

Ruin Crab for 8 crab

Hunson_Abadeer on Dude, Where's My Deck?

3 weeks ago

Love mill decks baby boy, not sure your budget on this but I’ve got some suggestions!

Oboro, Palace in the Clouds is great for the crab. Ruin Crab is another crab. Jaces phantasm is great and I’ve actually won a hand full of games with it but overall I think it should be a sideboard card. Scheming Symmetry is a great trigger for the trap. Prismatic Vista is just another trigger for the crabs. Darkness and Crypt Incursion are a must have against aggro decks.

I’ve got plenty more suggestions, I love mill and I love you. Sleep tight bb boi <3

inuredbass on Maddening Mill Weaver

1 month ago

TheoryCrafter Thank you for the suggestions! I am going to add Planar Void and Dauthi Voidwalker to address graveyard strategies. I love Leyline of the Void but to me it seems risky for the times I can't cast it for free, 4 mana is a big ask. Similarly with those counter spells, to me the mill effect is not worth keeping 3 mana up. My goal is to keep all interaction to 1 mana (or free) if possible, 2 where necessary. If this were a 1v1 format then I would definitely be running all 3 of them.

Also, Mind Grind is definitely going in, thanks for that.

With lands/ramp, the amount of rocks is so that I can make sure I can get Dramatic Reversal + Isochron Scepter online consistently. I do like your land suggestions but I am trying to avoid untapped lands. I need to playtest and decide if the landfall value for Ruin Crab is worth having lands come in untapped, that 1 mana could be a counter spell I can't cast or an attacking creature I can't destroy/bounce, but I am going to toy around with it and see what has the most value.

I appreciate the input!

wallisface on Why So Crabby

4 months ago

Some thoughts:

  • I don’t see any point to Ruin Crab here - in fact as you’re not a mill deck, this card is probably going to help your opponent more than hurt them.

  • 20 lands is much too low for what you’re trying to do here. Considering your current mana curve i’d suggest you need 24 lands minimum.

  • Both Warbriar Blessing and Into the Roil feel like bad cards here. The fight effect from Warbriar Blessing is almost always going to be useless as your creatures have no power (and Huatli, the Sun's Heart / Assault Formation don’t change how fighting works), and just getting +0/+2 is really bad for 2 mana. Into the Roil Is just such a passive form of interaction, when you could be running Counterspell

wallisface on Blue/black mill

4 months ago

Some thoughts:

  • It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.

If you're wanting to build a Mill Deck:

  • There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.

  • Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.

  • You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer

  • An example deck of how this looks here


If you're wanting to build a Combo Deck:

  • you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.

  • Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.

  • Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).

  • A budget dechtech example with description, list & video this deck here


If you're wanting to build a Creature-beatdown Deck:

  • You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.

  • A budget dechtech example with description, list & video this deck here

K1ngMars on "Library.exe has stopped working" | Phenax Primer

5 months ago

Hi Syndras, thanks for the comment and sorry for the (very late) reply.

Regarding Bloodchief Ascension, I agree with you with both observations: in fact, I tend to never play that card on turn one as all my opponents will just start attacking me. However it happens sometimes that I am able to get some form of large blocker early on against aggro decks, at which point they are forced to attack else where and "gift" me one or two counters. I can rarely get the enchantment to three counters, as that generally means I immediately win/kill someone, but that speaks to its undoubted power. Moreover, it is a good lightning rod for removal, for just one . Do not forget, that due to how life exchange works, Tree of Perdition's effect meets the condition of "life loss" required by Bloodchief Ascension, so long as the opponent we are targeting has at least 15 life.

As for Ruin Crab, albeit being powerful in 60 card formats, it is generally too little too late for commander, at least in my opinion, unless you start looping large amounts of lands, something probably more suited for a Muldrotha, the Gravetide deck.

Regarding Bitter Ordeal, actually the main issue is that Gravestorm counts each permanent put into a graveyard this turn, but milled cards, despite featuring permanent card types are not permanents since they do not go to the graveyard from the battlefield, and as such do not count towards Gravestorm. Moreover, as you already said, due to my playgroup's additional rules, this card is not playable as it would count as a "reverse tutor".

Captain N'ghathrod is certainly interesting, as it could provide incidental advantage to the 5 Horrors in the deck. However, the most important effect would be its last ability, which albeit powerful, would probably suffer from the same fate as Wrexial, the Risen Deep. I will keep an eye on it, I could try it out and see how it performs, thanks for the suggestion.

Roritrox on A Monster’s Guide to Volo [Primer]

5 months ago

Hi, have you considered Awaken the Woods for the deck? you have 3 (maybe 4 if you change Mulldrifter for Avenger of Zendikar in elemental slot) landfall creatures and with this card you could make Ruin Crab and Lotus Cobra really strong if they are on the battlefield.

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