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| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Ruination
Sorcery
Destroy all nonbasic lands.
hyalopterouslemur on Bottom-up deck design
1 month ago
Technically, it's top, bottom, top, bottom, but that's harder to say.
Step 1: Create a deck concept, and choose a Commander. You can do either first, but you must do both before continuing.
Step 2: Nuts and bolts So this is your stuff you need: Removal/counterspells, draw, ramp, wipes, recursion, tutors, protection, and land destruction. Here we're looking for reasonable overlap with our deck concept, and with each other. Boundless Realms is not a ramp spell; it's a landfall enabler. Spread the Sickness is a proliferate spell that happens to kill a creature. Rhystic Study is a Stax piece, pretty much until an opponent plays a wincon.
Step 3: Themes So, these are the cards that make our deck unique. Again, look for overlap between your themes, and continue to look for overlap with your necessities; that's where infinite combos are born.
Step 4: Lands There really isn't much here. Like. if you're hating nonbasic lands with [card:Back to Basics]] or Ruination or the like, you should probably limit yourself to five nonbasic lands at most. On the flip side, if you're in four or five colors, maybe limit yourself to exact;y ten basic lands so you have something to play with if someone drops a Path to Exile or Assassin's Trophy or Boseiju, Who Endures. You can just use an algorithm to find your ideal land configuration for properly matched mana. And be aware, if you're in 3+ colors and playing mostly basics, something like Bolas's Citadel or March of the World Ooze or Twilight Shepherd or Garruk, Primal Hunter or Necropotence is unlikely to be hardcast.
Step 5: Testing and revisions The final step. Test your deck. Goldfish. Play it against friends. Make revisions where it's weak.
Does anyone else make decks like this?
DragonMaster420 on
"I know you. Ghost of Sparta." (Need Help Badly)
3 months ago
Ruination is kinda "prohibited" in brackets 1-3, while the rest of your deck isn't going to be powerful enough for bracket 4. so that's gonna put you in an odd spot. i would recommend Price of Progress instead.
End_Of_The_Line on
"I know you. Ghost of Sparta." (Need Help Badly)
3 months ago
Thanks, I'll keep that in mind and just keep Ruination as my only land destruction. I don't really know what other cards I can add to round out the deck, so that's a thorn in my side. perhaps something in my maybe board I can move over and I wouldn't mind help there either.
End_Of_The_Line on
"I know you. Ghost of Sparta." (Need Help Badly)
3 months ago
I think I will add Thunderous Might & Ruination, and I will definitely add Monstrous Rage. Also I definitely know that most of the decks my opponents have (Especially the 'The Ur-Dragon' deck) has both/either creature and land library search, would that change things on adding Stranglehold?
SaberTech, Mortlocke, DragonMaster420, & Icbrgr,
Do you know of any cards that could help protect my commander? And/or, do you know of any land destruction/denial cards? I think both or either could make a nice rounding off of the deck.
SaberTech on
"I know you. Ghost of Sparta." (Need Help Badly)
3 months ago
End_Of_The_Line I'd be looking to include Chaos Warp before thinking of adding Rockslide Ambush. Chaos Warp is Red's main instant speed answer to enchantments and indestructible creatures.
Collective Inferno seems pretty narrow. It can pump your commander's damage but doesn't benefit your other creatures. With your current creature count it looks like you will only be able to convoke it using your commander most of the time, and that's a turn where he isn't attacking. That's a pretty limited benefit off of a 5 mana spell.
Stranglehold is one of those cards that is often hard to evaluate. When you play it you often can't tell how much it is actually interfering with your opponents unless they grumble about it. Generally, it's more effective in higher brackets where decks are running more tutors to get their decks' key pieces. I guess that it also messes with Green decks that want to ramp lands out of their decks.
Thunderous Might could probably give quite the power boost to your commander if you end up including more creatures and enchantments. Your commander doesn't have any built-in protection though. Too many auras in the deck and not enough protection makes your commander a big target for removal spells. Control players love being able to eliminate multiple cards worth of investment with just one removal spell.
As for other cards in your maybe pile: If you do get the deck up to bracket 4 level then Ruination could be entertaining. None of the other ones really stand out to me at the moment. Maybe some will shine more once you decide on other cards that you want in the deck.
Monstrous Rage could be worth adding to the maybe pile. The power boost and trample from the Monster role token is nice.
legendofa on Bracket Advice?
4 months ago
SaberTech There aren't that many repeatable land destruction cards, so I'm not quite sure if they fall into the same category as, like, Ruination or Armageddon. I personally would count them as different, but it's a line I'm not sure I'm on the popular side of.
As far as play experience, that's subjective, and you could be totally right. And recent precons have been a lot more powerful and consistent than the old Riku of Two Reflections and Zedruu the Greathearted decks, plus Bracket 2 got decoupled from precons for a couple of reasons.
EnbyGolem The best way to lock in your deck's bracket is to try it live against other decks that you know the bracket of. If it feels like a Bracket 1, it's Bracket 1. If it feels like Bracket 2, it's Bracket 2.
legendofa on
cards that should become game changers
5 months ago
I agree with Crow_Umbra on trimming this list down. Maybe make the maybeboard some of the more borderline cards?
Also, the Bracket 3 restrictions on mass land denial and chaining extra turns make a lot of cards "soft" game changers. Cards like Blood Moon, Armageddon, Ruination, Time Sieve, Nexus of Fate, etc. are already mostly restricted to Brackets 4 and 5, especially if they're combo pieces. So these cards don't need to be explicitly on the game changer list, they're already functionally even more restricted.
legendofa on
Torbran, Thane of Red Fell owned
6 months ago
If you take the guidelines as rules, Ruination is too much land denial for Bracket 3. From the Ashes is probably okay, since it allows players to replace their land, but that's a judgement call. Blood Moon also counts as mass land denial, if that's a concern.
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