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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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Ruins of Oran-Rief
Land
Ruins of Oran-Rief enters the battlefield tapped.
: Add . ( represents colourless mana,)
: Put a +1/+1 counter on target colourless creature that entered the battlefield this turn.







SufferFromEDHD on
Modular Armies
1 year ago
Animal Sanctuary and Swarmyard are niche but have interaction.
Drannith Ruins and Ruins of Oran-Rief would add serious value to the modular strategy.
Mk2_Mex on
a waste of time
2 years ago
some budget recommendations john
Land search Expedition Map Wayfarer's Bauble
mana ramp/rock Kozilek's Channeler Thran Dynamo Plague Myr Palladium Myr Doubling Cube
untap artifact Voltaic Key Unwinding Clock
land Tomb of the Spirit Dragon Ruins of Oran-Rief War Room Buried Ruin Arch of Orazca Maze of Ith Eye of Ugin
land destruction Field of Ruin Strip Mine
artifact The Immortal Sun
counter Not of This World
destroy creature Scour from Existence
Scion_of_Ulamog on
Kozilek The Infinite
4 years ago
What's the infinite combo? I would love to know. I rather like this deck. In game 1, I dealt 60 damage by turn 9 or 10; game 2, I had nothing but 4 or 5 lands by turn 10, and only won by turn 14; and the final game I got a 16/17 with Trample, Infect and Annihilator 2! Really fun. For the improvements, I would say Cavern of Souls . It is really good in rainbow tribal decks, but as this has no need of the any colour ability as it is colourless, I would ditch it for perhaps Ruins of Oran-Rief , unless you using it for the can't be countered ability. Also, have you considered City of Traitors ? It is rather risky, but I think is perhaps worth it. Up to you really.
Grind on
Kozi Commander
4 years ago
sweet deck!
i have a kozi deck also, so i have a couple thoughts..
if you want to make Kozi a one-hit-kill, you could try some things like Hedron Matrix, Grafted Exoskeleton, Fireshrieker, Eldrazi Conscription
Also, if you want to work on your mana base, i would consider removing:
Evolving Wilds, Terramorphic Expanse. Warped Landscape, Ruins of Oran-Rief, Ash Barrens as these lands either enter tapped or fetch basics. i also opted not to run the urza's lands as it is so unlikely to get all 3. But if you do run them, you could run Expedition Map to help you fetch a useful land.
some nice lands to add could be:
War Room, Bonders' Enclave, Geier Reach Sanitarium, Ghost Quarter, Blinkmoth Nexus, Rishadan Port, Tectonic Edge, Arcane Lighthouse
anyway just my thoughts, hope you enjoy playing with Kozi and have fun!!!
wallisface on
Devoid of Hope
4 years ago
Notes
-
you can’t have 5 Endbringer, playsets are 4-max. I assume this is a typo?
-
you don’t actually need that many colourless sources. I’d suggest ditching all the Ruins of Oran-Rief and 2 of the Zhalfirin Void and use basics in their place. Add in 2 each of mountain/swamp/island i reckon.
-
I can bring along Blight Herder to replace the weak Mind Raker
skyland on
5 years ago
I added Ruins of Oran-Rief for entrance counters for walking ballista, and Cavern of Souls to the maybe board, (cleric or construct)
Amoskeag on
Eldrazi Midrange
5 years ago
A few reasons I'm playing them.
Hangarback Walker is a solid creature that we can easily grow, casting on X = 1 is fine and 2 is average. When it dies we get the Thopters which pairs well with Tomb of the Spirit Dragon, especially wanted in any matchup with aggro decks and the blockers are great. It also can grow easy, you can block with it, activate it, try playing with it before you knock it!
Walking Ballista is always a good value creature, handy mana sink late game, can take out small things if needed.
When Ugin is in play they are free to cast for X = 1, with Mystic Forge they can be played off the top, and when Mystic Forge and Ugin are together in play the deck just goes onto the field, I'd say cut the Ballista if you don't have them, if you play with them dont go for massive amounts of counters from the cast, Hangarback is my preferred of the two in the deck, I'd put Spatial Contortion in place of Walking Ballista if your trying to play this asap.
In regards to the manabase try these:
- Blast Zone
- Sea Gate Wreckage
- Ruins of Oran-Rief
- Cryptic Caves
I'll post some different manabase and main ideas I'm working through them and if you want to see more I'll try to post it sooner :)
Jack-Frost on
A To EldraZi
5 years ago
Recommended Land Cuts:
Bojuka Bog
- Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like
Rest in Peace
and such.
Evolving Wilds
- Replace with better fetch lands (see suggestions)
Gateway Plaza
- Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief
- You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Shrine of the Forsaken Gods
- Too weak. If you don't have 7 lands then it's pretty bad. Run dual lands instead for increased versatility and reliability.
Temple of the False God
- Bad overall. It's a dead draw until you have 5 lands. Unreliable and not worth it. Run dual lands instead. More versatile and reliable