Crack the Earth


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Betrayers of Kamigawa (BOK) Common

Combos Browse all

Crack the Earth

Sorcery — Arcane

Each player sacrifices a permanent.

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Crack the Earth Discussion

foxinsox on snacs

3 weeks ago

You could have some fun with Crack the Earth. It seems to synergise nicely with many of your spells and nothing like sacking an undying critter while your opponent loses thier first land drop.

Funkydiscogod on modern Card/combo hunt: permanent removal

2 months ago

Maybe something like Crack the Earth? Bonus points for casting it on turn 1 off Simian Spirit Guide mana, before playing your land.

Austin_Smith_of_Cards on Mono Red Land Destruction

3 months ago

Electrostatic Bolt seems kind of bad, there's better removal cards that could take its place. On the other hand, there's a few more cheap LD effects you could consider.

Each of the following are symmetrical, but given that your deck's entire purpose revolves around LD, you should be able to maximize your mana advantage. Crack the Earth, Raze, and Tremble all offer cheap but powerful resource denial effects.

Neotrup on Does this Tremble and evolving ...

3 months ago

You can cast Tremble and in response sacrifice Evolving Wilds to grab a land. When Tremble resolves you can then sacrifice whatever land you grabbed, but will still need to sacrifice a land. The same is true for Crack the Earth. Raze is slightly different, you need to sacrifice the land as you cast Raze, so you could sacrifice Evolving Wilds to that rather than search, or just sacrifice another land.

hafnera on Does this Tremble and evolving ...

3 months ago

Can I Tremble, sacrificing an Evolving Wilds, then in response use the sacrifice effects on Evolving Wilds to grab a land, effectively just making my opponent sacrifice a land?

What about Crack the Earth and Raze.

Pheardemons on

3 months ago

Since you're playing Crack the Earth I would recommend some Simian Spirit Guides. If you're on the draw, you can exile Simian Spirit Guide to play Crack the Earth, then play your land. You've effectively just time walked in modern.

I'm not so sure I like the potential draw back of Shivan Wumpus and Dark Confidant. If you're life is low, your opponent can just keep sacrificing lands to put it on top so that you continuously lose 4 life. Maybe if you had a way to compensate for the life loss it wouldn't be that bad.

Because you're playing Boom I'd recommend upping your fetchland count. Boom allows you to target your fetchland, then fetch in response (by holding priority) so that your opponent loses their land but you don't. You could potentially play Darksteel Citadel here as well to help with the same combo.

I would recommend adding in some Lightning Bolts or Fatal Pushes mainboard. You have a lot of great deterrences because you'd be slowing your opponent down, but nothing if they actually get their stuff out. Granted, Shivan Wumpus and Smallpox do help, but it would be better for targeted removal that YOU get to choose. Death's Shadow players don't care abut having less than two lands in play.

Since you decided to take out the utility lands, I would recommend upping the Swamp count and adding in Blood Moon. Again, it'll help you stall the game until your opponent can no longer play because you've destroyed all of their lands.

Sideboard options. I would replace Smelt with By Force or Shattering Spree. You play enough red lands that Shattering Spree would be better. I'd also take one out, and add in a Shatterstorm just as a backup.

Pyroclasm isn't terrible, but I'd recommend replacing that with Anger of the Gods, Sweltering Suns, Kozilek's Return, or Volcanic Fallout. Anger of the Gods is arguably the best here because of the exile effect. Also, many creatures in modern have three toughness, so it is a better board wipe in general. Sweltering Suns is good because you can cycle it if you don't need it. Kozilek's Return and Volcanic Fallout are good because of the instant speed. Volcanic Fallout also deals damage to your opponent, and Kozilek's Return can hit pro-red creatures. They all have their benefits and drawbacks. I would say that all of these are better than Pyroclasm.

Overall here is what I'd recommend.

-2 Shivan Wumpus, -4 Manamorphose, -2 Blood Crypt, -2 Graven Cairns, -2 Mountain,

+3 Simian Spirit Guide, +2 Fatal Push, +3 Marsh Flats (or any fetchland for black), +2 Swamp, +2 Blood Moon


-3 Smelt, -2 Fatal Push, -2 Pyroclasm

+2 Shattering Spree, +1 Shatterstorm, +2 Anger of the Gods, +2 Defense Grid.

tucksimm3 on $12 Land Destruction

4 months ago

Not necessarily, you can play mind games with your opponent and portray true dominance by playing Crack the Earth on an empty board state. You may not win but the look on their face will be priceless.

Atanih on $12 Land Destruction

4 months ago

Since you mentioned that you want Crack the Earth to be a turn 1 play, does that mean when playing this deck you always want to be on the draw?

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