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Ray of Ruin
Casting Cost: {4}{B}
Card Type: Sorcery
Card Text:
Exile target creature, Vehicle, or nonbasic land. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flavour Text:
"We know Chimil's light as a warming, healing presence, but make no mistake: to those who would desecrate her lands, it is a terrible force of scouring fury."
-Akal Pakal, First Steward of Oteclan
Artist: Sam Rowan
Card Strengths and Weaknesses:
Strengths:
Weaknesses:
Deck Utility:
Control Decks: Ideal for control strategies needing to remove key threats or troublesome lands.
Midrange Decks: Fits well in midrange strategies for its versatility and ability to eliminate significant threats.
Versatile Removal Needs: Useful in any deck requiring flexible removal options.
Interactions and Combos:
Synergy with Scry and Top-Deck Manipulation: Enhances decks focused on controlling the top of the library.
Anti-Vehicle and Land Strategies: Particularly effective in metas where Vehicles or powerful nonbasic lands are prevalent.
Flavor and Lore:
The flavor text, as spoken by Akal Pakal, hints at the duality of Chimil's light, a theme likely vividly captured in Sam Rowan's artwork. It suggests a narrative where sacred lands are fiercely protected against desecration.
Overall Impression:
Ray of Ruin is a potent removal tool, especially valuable in formats where nonbasic lands, Vehicles, or resilient creatures are common. Its ability to exile a wide range of targets makes it a strong inclusion in various decks, particularly those that value flexibility in their removal suite. The added scry 1 is a nice bonus, allowing for some degree of control over upcoming draws. Despite its higher cost, the card's overall utility makes it a powerful option in the right circumstances.
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