
Shadowblood Ridge
Land
, : Gain .
Trade
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Combos Browse all
Legality
Format | Legality |
Custom | Legal |
Commander / EDH | Legal |
Highlander | Legal |
Vintage | Legal |
Leviathan | Legal |
2019-10-04 | Legal |
Unformat | Legal |
1v1 Commander | Legal |
Tiny Leaders | Legal |
Duel Commander | Legal |
Limited | Legal |
Canadian Highlander | Legal |
Oathbreaker | Legal |
Casual | Legal |
Legacy | Legal |
Shadowblood Ridge occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Shadowblood Ridge Discussion
LitchOubliette on
Commander Staples Cube
3 months ago
Changelog (22/11/2020)
White
- +Abeyance
- +Academy Rector
- +Alseid of Life's Bounty
- +Eldrazi Displacer
- +Emeria's Call Flip
- +Felidar Retreat
- +Generous Gift
- +Giver of Runes
- +Leonin Arbiter
- +Mentor of the Meek
- +Mother of Runes
- +Order of the Sacred Torch
- +Sanctum Prelate
- +Skyclave Apparition
- +Unexpectedly Absent
- -Banisher Priest
- -Benevolent Bodyguard
- -False Dawn
- -Flawless Maneuver
- -Kataki, War's Wage
- -Not Forgotten
- -Oblation
- -Oblivion Ring
- -Parallax Wave
- -Promise of Bunrei
- -Sublime Exhalation
- -Sun Titan
- -Suppression Field
- -Terminus
- -Treasure Hunter
Blue
- +Curiosity
- +Hullbreacher
- +Sea Gate Restoration Flip
- +Submerge
- +Teferi, Master of Time
- +Training Grounds
- -Fact or Fiction
- -Into the Roil
- -Time Spiral
- -Pongify
- -Sleight of Hand
- -Reality Shift
Black
- +Agadeem's Awakening Flip
- +Big Game Hunter
- +Bitterblossom
- +Body Snatcher
- +Cabal Therapist
- +Corpse Dance
- +Feed the Swarm
- +Ophiomancer
- +Opposition Agent
- -Doom Whisperer
- -Exhume
- -Inquisition of Kozilek
- -Jet Medallion
- -Overeager Apprentice
- -Sickening Dreams
- -Sidisi, Undead Vizier
- -Skirge Familiar
- -Street Wraith
Red
- +Avacyn's Judgment
- +Blasphemous Act
- +By Force
- +Desperate Ritual
- +Goblin Cratermaker
- +Goblin Matron
- +Goblin Recruiter
- +Jeska's Will
- +Lightning Bolt
- +Possibility Storm
- +Ricochet Trap
- +Shatterskull Smashing Flip
- +Sneak Attack
- +Sweltering Suns
- +Thunderclap
- -Anje's Ravager
- -Balefire Dragon
- -Bogardan Hellkite
- -Comet Storm
- -Curse of Opulence
- -Daretti, Scrap Savant
- -Dire Fleet Daredevil
- -Dragon Mage
- -Generator Servant
- -Goblin Welder
- -Grapeshot
- -Hellkite Tyrant
- -Impact Tremors
- -Overmaster
- -Pyrokinesis
Green
Multicolored
- +Fiend Artisan
- +Kinnan, Bonder Prodigy
- +Lavinia, Azorius Renegade
- +Lurrus of the Dream-Den
- -Memory's Journey
- -Supreme Verdict
- -Teferi, Hero of Dominaria
- -Teferi, Time Raveler
Colorless
- +Aether Vial
- +Altar of Dementia
- +Bag of Holding
- +Damping Sphere
- +Jeweled Lotus
- +Lithoform Engine
- +Mirage Mirror
- +Prophetic Prism
- +Smuggler's Copter
- +Tormod's Crypt
- -Crucible of Worlds
- -Krark-Clan Ironworks
- -Memory Jar
- -Metalworker
- -Mystic Forge
- -Painter's Servant
- -Pithing Needle
- -Relic of Progenitus
- -Strionic Resonator
- -Voltaic Key
Mana Fixing
- +Ash Barrens
- +Branchloft Pathway Flip
- +Brightclimb Pathway Flip
- +Castle Locthwain
- +Clearwater Pathway Flip
- +Cragcrown Pathway Flip
- +Darkwater Catacombs
- +Geier Reach Sanitarium
- +Glimmervoid
- +High Market
- +Mishra's Factory
- +Mossfire Valley
- +Needleverge Pathway Flip
- +Riverglide Pathway Flip
- +Shadowblood Ridge
- +Shivan Gorge
- +Skycloud Expanse
- +Sungrass Prairie
- +Volrath's Stronghold
- -Canopy Vista
- -Cinder Glade
- -Clifftop Retreat
- -Dakmor Salvage
- -Dragonskull Summit
- -Drowned Catacomb
- -Glacial Fortress
- -Hall of Heliod's Generosity
- -Hashep Oasis
- -Hinterland Harbor
- -Isolated Chapel
- -Prairie Stream
- -Riptide Laboratory
- -Rootbound Crag
- -Smoldering Marsh
- -Sulfur Falls
- -Sunken Hollow
- -Waterlogged Grove
- -Woodland Cemetery
eliakimras on
Kelsien, the Plague
4 months ago
Is there a reason to not run Generous Gift over Vindicate? It removes a permanent then gives you an extra creature to kill with Kelsien, the Plague.
Maybe you should consider Shadowblood Ridge, Boros Signet and Fellwar Stone to better fix your mana, since you have extreme casting costs (Torbran at 1RRR, Mythos at WWBR, Bedevil at BBR, the RRWWWBB Ultimatum...).
Night's Whisper should be considered as Sign in Blood twin brother.
DemMeowsephs on
Anje
5 months ago
Hey there! Lands are a truly important aspect of commander, and I recommend some of the following!
DemMeowsephs on
Mogis Group Slug V1.2
5 months ago
Luxury Suite, Bloodstained Mire, Blackcleave Cliffs, Sulfurous Springs and Shadowblood Ridge would make fine additions. Ancient Tomb too.
DemMeowsephs on
Obash Big Damage
5 months ago
Just a note, you are one card over 100, and the commander format only allows 100. :)
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Arcane Signet, Jet Medallion, Ruby Medallion, and Dark Ritual, Talisman of Indulgence are all very good ramp spells you seem to be missing. Maybe consider some of them
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Blackcleave Cliffs, Luxury Suite, Shadowblood Ridge, Ancient Tomb, Prismatic Vista, City of Brass, Mana Confluence, Reflecting Pool, and Wasteland are great too.
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Also for lands, you might want to consider other fetch lands in B/R. Things like Wooded Foothills and Marsh Flats can search for Blood Crypt making them pretty good too
multimedia on
Hail to Kolaghan King!
8 months ago
Hey, for the low budget good job for your first Commander deck.
Consider a Goblin and Dragon theme? This would give your overall deck a more focused theme instead of just playing random creatures such as Diregraf Ghoul and Spinal Centipede. I suggest this because when Kolaghan attacks she pumps any creatures you control and Goblins can make lots of token creatures. This kind of strategy is call go wide. Which means attacking with lots of creatures, a wide battlefield of creatures.
Cards to consider adding:
- Command Tower
- Tome of Legends: repeatable draw, triggers twice when you dash Kolaghan since she ETB and attacks.
- Sol Ring
- Diabolic Tutor
- Krenko, Tin Street Kingpin
- Krenko, Mob Boss
- Legion Warboss
- Taurean Mauler: Changeling, is a Dragon and a Goblin.
- Ogre Battledriver: each token that's created does ETB it gains haste and gets a +2/0 pump. Each time you dash Kolaghan she ETB giving her a +2/0 pump.
- Boltwing Marauder
- Torbran, Thane of Red Fell
- Siege-Gang Commander
- Chaos Warp
- Heraldic Banner
Other Draw/Tutors
Other Ramp
Other Dragons
Other Goblins
- Goblin Matron
- Goblin Warchief
- Skirk Prospector
- Krenko's Command
- Dragon Fodder
- Hordeling Outburst
- Pashalik Mons
- Sling-Gang Lieutenant
Other Removal
Other Lands
Good luck with your deck.
Vulnoth on
Turbo Aggro Grind Time
11 months ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Support
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
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Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
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Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
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Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
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Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
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Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
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Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
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Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.
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Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
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Scheming Symmetry - Helps your consistency and makes a friend.
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Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
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Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Artifacts
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
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Cryptolith Fragment Flip - Mana plus ping.
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Commander's Sphere - Obvious utility.
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Sol Ring/Gilded Lotus - Big mana staple.
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Mind Stone/Hedron Archive - Both have their uses, and I adore them both, but in a multicolor they can run the risk of being unhelpful due to generating colorless mana.
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Firemind Vessel - Perhaps slow, but produces plenty of mana.
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Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
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Tome of Legends - Easy draws.
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Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
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Lightning Greaves/Swiftfoot Boots - Staples for protecting your Commander. Also Haste.
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Sword of the Animist - Free Rampant Growth on attack. Obvious value is obvious.
Lands
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
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Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
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Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
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Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.
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Command Tower - Staple.
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Graven Cairns - Filter lands are always nice.
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Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
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Shadowblood Ridge - Another pseudo Filter Land
Chopping Block
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
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Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
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Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
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Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
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Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
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Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
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Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
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Rakdos Guildgate - Guildgates are just packfiller.
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Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.
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Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
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Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
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Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew
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Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
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Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
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Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
Ocean44 on
Mardu EDH Test (Cheap)
1 year ago
Here's a some more staple cards you should consider:
Removal
- Vandalblast is arguably the best artifact board wipe in the game.
- Blasphemous Act is a must-run in any red deck. It's red's best board wipe, hands down.
- Bedevil has a very specific casting cost, but the payoff is its flexibility.
- Rakdos Charm – never leave home without it. Modal graveyard hate, the ability to really mess up a token swarm deck, and at worst targeted artifact removal is too good not to run.
- Darksteel Mutation to make their commander a bug.
Lands
- Smoldering Marsh
- Graven Cairns,Rugged Prairie, and Fetid Heath
- Shadowblood Ridge
- Battlefield Forge, Sulfurous Springs, and Caves of Koilos – the 1 life won't matter much, and you have plenty of access to incidental life gain in your colors.
- Tainted Field and Tainted Peak if you run end up being Swamp heavy.
Ramp
- Arcane Signet
- Rakdos Signet, Boros Signet, and Orzhov Signet
- Talisman of Conviction, Talisman of Indulgence, and Talisman of Hierarchy
- If you can swing it, Smothering Tithe is one of the best white cards printed for commander in a loooooong time. I'd run it in any white deck.
Other
- Goblin Bombardment is one of my favoritest free sacrifice outlets. Sac outlets are way more flexible than you'd think – someone going to blow up your board? Make them eat however much damage. They want to steal a creature? How about no. Someone plays something like Imprisoned in the Moon on Alesha? Sac her first before she's a land forever more.
- You could also consider blink effects like Ephemerate and Eerie Interlude as multi-function board protection and ETB abuse.
I'm sure I'll be back with more recommendations later ;)