Tap an untapped Gate you control: Crackling Perimeter deals 1 damage to each opponent.
Price & Acquistion Set Price Alerts
Crackling Perimeter Discussion
3 weeks ago
I'd recommend something more like this guy's deck:
Crackling Perimeter is a fantastic underrated win-con to Maze's End decks.
1 month ago
Dorotheus, I never knew about Crackling Perimeter, It is super cool. I will add a player the deck and see if it helps me win more with it. I like that it is an enchantment and thus hard to remove, but don't like the casting cost as much. If not playing a combo deck I think it might be really good.
2 months ago
Crackling Perimeter is amazing.
10 months ago
1 year ago
@arkotheoverlord: I agree, I think a 2-of would be perfect just because it is such a flexible card to get back gates, fogs, etc.
@FAGGOTUS-REX: As much as I love Isochron Scepter to set up a soft lock on the opponent, we don't have an answer to counter spells, which opens us up with that strategy to get 2-for-1'ed. Very good idea though, I don't think there would be a better use for Isochron Scepter other than a blue-white fog deck.
@CSwissEllis7: Haha alright, alright. It is a pretty great alternate win-con. I am a firm believer that any win-cons that aren't winning by normal means should have a back-up "win by normal means" win condition. One Crackling Perimeter goin' in!
@PlanarDevourer: You're right, we absolutely do get screwed by Blood Moon, which nowadays a lot of people run main deck. Unfortunately, since we can't outrun a Blood Moon like Tron can, do you think we should have Nature's Claim or Seal of Primordium in the main board? Per your other suggestions, two Angel's Grace are going out for Dawn Charm and I'm rearranging the sideboard to make room for Repel the Abominable. Oblivion Ring and Beast Within can be countered rather easily by things like Spell Pierce, Mana Leak, or even Vapor Snag/Unsummon so I think Pithing Needle would be more appropriate here? What do you think? Also thank you again for all the really good suggestions, it's real helpful.
@ZaneOlric3: I agree, putting one Elixir of Immortality in the sideboard can also help vs. Burn and/or Scapeshift decks to get above 20 life. I see what you mean with Darkness, fortunately after a lot of goldfishing I didn't run into any issues with mana fixing so I might stick with the original set of fogs, but thank you for the suggestion. I'm flattered that you added the deck to your guide, thank you!
Thanks everyone, I think I'll go ahead and update the description later today to reflect all these changes
1 year ago
lagotripha - Thanks for the input! I've made some updates. How does it look now?
1 year ago
It's a nice thought, but im afraid of how slow the deck is. Especially for the legacy format. First off, if you want to defend yourself actually you will need SOME counters. Ghost Quarter, and any other card that destroys lands will ruin your day. A Mill deck would be a nightmare opponent. If you're set on the gimmick win I would recommend also including some more mass removal than you have already, like Wrath of God. with only 14 instants I dont think you will be able to consistently halt damage so you need board wipes. another perceived problem is that since all your lands enter tapped (and are all different colors), you may find yourself unable to play the cards you need at the time they're needed and you'll always be a tempo behind. That said I like the choice of Amulet of Vigor. It's just too easy to have a bad draw and tough getting the right mix of available colors since most of your stuff is green, blue and white. you make no use of the black mana. I would highly recommend something that makes your creatures indestructible, paired with Platinum Angel as further protection since you'll likely spend some time on the brink of death. But maybe that would be rough considering 7 mana is a big ask for you on turn 8. I would also take out Crackling Perimeter since it kinda sucks and it distracts from your win condition plus you really need that mana for other stuff. instead run the full playset of Exploration. I'd want 4 of those just for consistency sake. Planeswalkers are probably your friend because they absorb some attacks if your opponent wants them gone. so maybe you want more of them. Kiora is a great choice and I'd say go for others that also generate tokens like Elspeth Tirel, plus she has a board wipe and you'd like to boost your consistency in drawing them. Eh, who knows dude it might work great! I'd have to play a couple games with it to give better advice, but thats my 2 cents from looking at it for 5 mins. I will say it seems like all that defense could really frustrate an opponent if you get all your men in line right!
1 year ago
As stated before, Maze's End is the best option. I would recommend not running cards like Gatecreeper Vine though, as soon as your opponents see you fetching specifically for gates, they'll realize what you're trying to do and either focus you or blow up your lands. In my experience, Scapeshift alone is the way to go seeing as it's easy to ramp to 10 lands and get an easy win. Going along with the gate theme, Crackling Perimeter is a lot of fun especially when run with Seedborn Muse; if you decide to use the perimeter then it might be a good idea to use cards like gatecreeper vine after all so you can get as much damage across as possible every turn.
Genju of the Realm is also a fun card to play and, while not a win condition, people will often forget about and let you get across a good bit of damage with it. Door of Destinies is a good wincon (not automatic win but taking the biggest threat out of the game more often than not leads to a win) to abuse the fact that you have a lot of mana and access to all colors, but it's not necessarily land themed and you probably already know about it; you definitely want to include Amulet of Vigor for the ability to use it the turn you play it, but the amulet should be included regardless because it lets you instantly win with scapeshift.
As far as the commander goes, I would recommend Cromat considering he serves as a good mana sink. I run a charm themed deck with him at the helm and the deck's potential to produce mana synergizes incredibly well with cromat. Dumping any excess red and white mana you have into his buff ability allows him to get big fast, especially with cards like Might of the Nephilim, Civic Saber, and Finest Hour, and it's actually fairly common to deal 21 commander damage to someone in a single turn.