Earthen Arms

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Earthen Arms

Sorcery

Put two +1/+1 counters on target permanent.

Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

eldestEarth on Sarulf's Hunt

2 years ago

This is a really cool deck that I think capitalizes on a cute interaction with mutate!

If the goal is to avoid killing your own creatures with Sarulf's trigger, I'd add move ways to animate lands. Budget ways to do this would be awaken and pseudo-awaken spells like Earthen Arms, Awakening of Vitu-Ghazi, and Liege of the Tangle or more temporary effects like Sylvan Awakening. Hissing Quagmire is a bit expensive, but you seem to have a little wiggle room and would also go great in here. I'd definitely add a Darksteel Citadel if you can fit it in your budget, so that way you have an indestructible permanent you can animate and mutate onto.

Thanks for sharing the deck!

TheoryCrafter on Land Tribal? (Experimental)

2 years ago

Have you considered spells with the Awaken ability? All you'd have to do is pay a little extra mana and they become land creatures with +1/+1 counters on them, Spells with Awaken include, but are not limited to, Earthen Arms, Rush of Ice and Scatter to the Winds.

One card you may want to consider is Emergent Sequence. It's essentially a more powerful Rampant Growth.

Also, May I also suggest adding in Nissa, Steward of Elements? Not only can you scry with it, but if you already know what card is on top you may be able to use the second ability to put it straight onto the battlefield.

For targeted Removal, I think a proactive approach is what you should work with. Spells to accomplish this with include, but are not limited to, Counterspell, Decisive Denial, Dissolve, and Voidslime.

As for lands, you may want to consider lands that allow you to search your library. These include, but are not limited to, Bant Panorama, Fabled Passage and Terramorphic Expanse. This, combined with Ramunap Excavator, will give you a basic land card search every turn. They will also feed the landfall abilities. Yavimaya, Cradle of Growth will give Nissa, Who Shakes the World some mana support. It is a tad expensive so make sure you add it to your to buy list for a later date.

For Metagame the only thing I can think of at this point you need is graveyard hate. Such cards you may want to consider for that include, but are not limited to, Scavenging Ooze and Tormod's Crypt.

Thank You for reading me out. I hope all this helps.

Happy Hunting!

Cloudchaser.Kestrel on A Cyclopean Submarine Cephalopod Slumbers Secretly

5 years ago

This deck is awesome!

It seems like with all the creature clearing this deck can do - double strike might be worth more than evasion?

I also immediately thought of Awaken cards Part the Waterveil or Earthen Arms - dunno if its worth it, but it would speed up the combo side.

Podkomorka on Awakener Druid PDH

5 years ago

Earthen Arms might be cool, make your animated land bigger

babushkasara on The Skund Nature Preserve

5 years ago

Darksteel Garrison. Land equipment that grants indestructible. Plus, I'm pretty sure the buff when the land is tapped can apply to itself if it happens to be a creature which is tapped because it's currently attacking. Approximately $0.50. I also feel like Darksteel Citadel ($0.50) and Cascading Cataracts ($1.00) should be included for the same reason, indestructible, even though they aren't green. I'm on mobile so I'm not sure how much of your deck depends on the awakened lands being basic forests though.

A quick search also reveals Awakener Druid, Earthen Arms, and Liege of the Tangle as potentially interesting to your deck, though the liege is ~$3 which might be too much.

Regarding Sylvan Awakening, I'd replace Natural Affinity personally. The ability to entwine Rude Awakening is valuable and the instant speed aspect of Natural Affinity seems meh.

Also, you might have it already but Life and Limb ($1.40) seems really amusing.

Illusificate on Final ZadaWolves (HOU - Retired)

6 years ago

I feel like Earthen Arms is just better than Nissa in a Zada deck. With Nissa, you pay 1 more mana and it will take you 3 turns to do the same thing the Earthen Arms will do targetting Zada or a Mirrorwing Dragon. Also, how do you feel about Servant of the Conduit?

clayperce on Final ZadaWolves (HOU - Retired)

6 years ago

Illusificate,
Zada is a Legendary, so I don't like running more than 3 of her. Especially for Mirrorwing, which is just soooo much more resilient. I like the idea of Larger Than Life though ... not in the side, but maybe as part of the Invigorated Rampage/Rush of Adrenaline mix. Earthen Arms is really good ... tbh, one of the most powerful ZadaFur variants is a +1/+1 counter-based strategy. It needs a lot more ramp, and then spells like Arms, Infuse with the Elements, and Might Beyond Reason. I just happen to prefer the more "combat trick" gameplay.

Thanks much!

Illusificate on Final ZadaWolves (HOU - Retired)

6 years ago

I reccomend you run a full playset of Zada, not just 3 and possibly one less Mirrorwing Dragon. Larger Than Life is great if you haven't considered it yet for the sideboard. definitely worth playing or at least trying out. Giving all your werewolves +6/+6 and trample until the end of the turn is just so good for 2 mana because it pretty much makes your creatures un-boltable. Though it may not be an instant, I would reccomend putting in a couple copies on the sideboard in case you're having a hard time getting in that last push and I'd also take out Nissa for Earthen Arms.

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