Sunken Ruins

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Shadowmoor (SHM) Rare

Combos Browse all

Sunken Ruins

Land

: Add to your mana pool.

, : Add , , or to your mana pool.

Sunken Ruins Discussion

multimedia on Expensive afterlife

6 days ago

Wow, lots of good card here. It's not every day I see a Candelabra of Tawnos :)

I don't think you're taking enough advantage of having a sac outlet in the Command Zone. Grimgrin's no mana cost sac is his strongest ability.

These Zombies give you value when another Zombie dies, when one is saced by Grimgrin.

Some other upgrades to consider:

Black is too important of the color to have in the early game because the majority of Zombies are black not blue. 10x Island is a lot I suggest cutting lots of Islands and replacing them with other playable Dimir dual lands.


Cards to consider cutting:

  • Divination
  • Scour All Possibilities
  • Gruesome Fate
  • Return from Extinction
  • Exclude
  • Defile
  • Walking Corpse
  • Tattered Mummy
  • Graveshifter
  • Gravedigger
  • Ingenious Infiltrator
  • Stronghold Assassin
  • Necromaster Dragon
  • Argentum Armor
  • Door of Destinies
  • Grave Betrayal
  • Finale of Eternity
  • Kindred Dominance
  • Ashnod's Altar

Good luck with your deck.

SideBae on Alela, control-aggro

1 week ago

I'm glad you found my comment helpful. That's a good point about Divine Visitation -- it may be a win-more card anyway, and Kindred Discovery seems like a good reason to keep it out.

I do think that you should at least switch the Dimir Signet and Azorius Signet for their talisman counterparts. I say this because casting a talisman when you only have two mana up means you have one available when it resolves, whereas the signets require a mana to activate. (In general, I think the talismans are better than signets.)

My only other advice right now concerns Tainted Pact . You can turn this into a tutor-proper/ Laboratory Maniac win condition if you make your landbase truly singleton. (Since the only way it gets stopped is if you hit two of the same-name basic in a row.) Since you run 17 basics, this would mean changing 14 of them. A good way to start is by making 3 of the 14 into snow-covered versions of themselves; Tainted Pact only cares about names, so Snow-Covered Island and Island are totally different cards as far as it is concerned. (Note that if you want to keep the basic count high, switching half of each basic type to snow-covered will make the Tainted Pact less likely to fail, even with doubles in the deck.) That'd leave 11 lands to be replaced, though I don't think that'd be too difficult if you're willing to invest in your landbase a little. For instance, putting in the fetches you don't currently have would take care of 6 of those slots; more options include Forbidden Orchard , City of Brass , Mystic Gate , Sunken Ruins , etc. Remember that even if you don't go fully singleton, running fewer basics with the same name will increase Tainted Pact 's power.

If you don't want to do that, I suggest cutting Tainted Pact for Back to Basics .

android_12x on Yarok Lands, Lands, And More Lands

3 weeks ago

Here is a link to my Yarok decklist: https://tappedout.net/mtg-decks/03-09-19-yarok-the-triggered/

I suggest adding in check ( Hinterland Harbor + Woodland Cemetery ), shock ( Breeding Pool + Watery Grave ), and filter ( Flooded Grove + Sunken Ruins ) lands so you can immediately start casting cards.

Since your focus is on landfall abilities, Scapeshift and Titania, Protector of Argoth are a great addition. With cards like Prime Speaker Vannifar , Birthing Pod , and Neoform , you can tutor out bigger creatures to the battlefield at the cost of weaker creatures.

To help you ramp more, include Priest of Titania as she provides (X) green mana for the amount of Elves in play (including opponents).

DoWell on Oona edh combo/control (competitive edh)

1 month ago

I'm sorry to be the bad guy, but this deck is far too slow to be competitive. It may be in your local meta, but it will be eaten alive in a tournament.

  1. An average cmc >3 is bad. The closer to 2 the better.

  2. Many of your lands enter tapped, which is a waste of space and significantly hurts your speed.
    You need:
    Command Tower
    City of Brass
    Reflecting Pool
    Exotic Orchard
    Cavern of Souls
    Polluted Delta
    Flooded Strand
    Bloodstained Mire
    Underground River
    Sunken Ruins
    Prismatic Vista

  3. Artifacts over a 2 cost aren't worth running other than chromatic lantern. They are, again, too slow. Check out:
    Talisman of Dominance
    Lotus Petal
    Mana Crypt
    Chrome Mox
    Fellwar Stone
    Thought Vessel

  4. I would run 6 or 7 counters. 3 of your 4 are unfavorable. Drop everything but counterspell. Check out:
    Flusterstorm instead of dispel.
    Mana Drain
    Delay over spell crumble (if you're playing a true competitive deck, they'll just tutor the card back up))
    Disallow is the only 3 drop work running.
    Swan Song is also better than dispel.
    Pact of negation is okay at best. 5 cost isn't worth it it stifles your next turn.

I can tell you like desertion given your artifact selection. There is only one word to describe that card. BAD. Take it out.

  1. Card advantage is king. Look into:
    Mystic Remora
    Rhystic Study
    Dire Undercurrents

That's all I have for you. It's a decent deck. I like the build outside of the artifacts, counters, and lands. Change them up and you'll be amazed how much better this deck will become. It'll be significant.

DoWell on Train to Busan

1 month ago

As far as lands go,

Urborg, Tomb of Yawgmoth
Reflecting Pool
Watery Grave
Polluted Delta
City of Brass
Command Tower
Mana Confluence
Drowned Catacomb
Sunken Ruins
Underground River

Are all some pretty good staples. They will help you bring up that blue mana % without losing out on the black mana you need. It will keep your deck consistent in obtaining color profile.

DemMeowsephs on It was Zur idea

1 month ago

Nice deck name, it's pretty funny. I would suggest some other lands, preferably some of the following: Hallowed Fountain , Irrigated Farmland , Seachrome Coast , Flooded Strand , Mystic Gate , Fetid Pools , Darkslick Shores , Choked Estuary , Sunken Hollow , Polluted Delta , Sunken Ruins , Godless Shrine , Isolated Chapel , Silent Clearing , Fetid Heath , and Marsh Flats . If you find any of these suggestions helpful, I would appreciate it if you upvote my deck: A Deal with the Devil! But nonetheless, nice deck, hope this helps, and have a nice day.

DemMeowsephs on Yarok, the Triggered

1 month ago

Nice Deck, but there is some room for card improvement in it. Start off by adding Hinterland Harbor , and Breeding Pool , since you already have the other check and shock lands. And don't forget Watery Grave either. I would also consider adding fetch lands: Polluted Delta , Verdant Catacombs , and Misty Rainforest . Urborg, Tomb of Yawgmoth is also pretty much a better version of a swamp as well. Filter lands would also be useful like Twilight Mire , Flooded Grove , and Sunken Ruins . You don't really need Bounce Lands like Simic Growth Chamber , but they are ok if you want to keep them. I would prefer to have fast lands though: Blooming Marsh , Botanical Sanctum , and Darkslick Shores . The other Horizon land would also be helpful, I believe it is called Waterlogged Grove . These lands should hopefully make your deck a lot better! If you find any of these suggestions useful I would appreciate it if you upvote my deck: A Deal With the Devil EDH! Have a great day, hope these suggestions help, and good luck on your deck.

DemMeowsephs on The Mishra Corporation

1 month ago

Nice Deck, Mishra is a cool commander! The only suggestion I have regards the lands. Lands are my favorite part of magic as weird as that seems, so I am very specific about them. If I were you I would consider the following types of lands: Fast Lands, Reveal Lands, Filter lands, Shock Lands, Battle Lands, Check Lands, and Fetch lands: These types include but are not limited to the following cards: Darkslick Shores , Choked Estuary , Sunken Hollow , Polluted Delta , Sunken Ruins , Blood Crypt , Dragonskull Summit , Bloodstained Mire , Blackcleave Cliffs , Foreboding Ruins , Smoldering Marsh , Graven Cairns , Steam Vents , Sulfur Falls , Spirebluff Canal , Fiery Islet , Cascade Bluffs , and Scalding Tarn . If you end up finding any of these lands helpful, I would appreciate if you upvote and support my commander deck: A Deal with the Devil! Thanks, good luck on your deck, and hope these cards help!

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Sunken Ruins occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

UB (Dimir): 1.0%