Earthquake

Sorcery

Earthquake deals X damage to each creature without flying and each player.

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Earthquake Discussion

Ocelot44 on Tajic Arrogance

1 week ago

I can’t believe I forgot about Legion's Initiative! Wrath of God effects are your worst enemy, so you should be running lots of effects that protect your creatures from board wipes. That’s also why it’s important to protect Tajic because if someone kills Tajic in response to an Earthquake, you’ll lose your whole board

Ocelot44 on Tajic Arrogance

1 week ago

If you like Earthquake effects, I'm a fan of Magmaquake and Hour of Devastation because they hit planeswalkers as well!

Perhaps you could benefit from running cards that protect Tajic, as his ability doesn't protect himself. Things like Darksteel Plate and Hammer of Nazahn are both great, and if you have the money, Sword of Fire and Ice and Sword of War and Peace are both fantastic

Elf0491 on Mayael's Big Boy Club

1 week ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

Arby_Q on Crule Control deck help

2 weeks ago

Spellshock, Ankh of Mishra, Zo-Zu the Punisher, Mindslicer, and Bottomless Pit are great early game cards.
Earthquake and Fault Line hurt everyone and keep threats off the board.
Sire Of Insanity is a little slow, but helps keep people down.

carpecanum on The Dinosaur Knights

2 weeks ago

Scourge of the Nobilis and Rise of the Hobgoblins are good.

If you want to protect your boss from your own damage spells maybe Crown of Awe or Magebane Armor

Earthquake and Chain Reaction

shadow63 on Further Draconic Domination

2 weeks ago

Consume the Meek and Ritual of Soot are both good board wipes in here to keep your guys alive you could also try Earthquake Magmaquake and Pyroclasm

BMHKain on Soldier of Fortune, Boros' Final Stand

3 weeks ago

(3 cards to go.)

I still dunno if many Fireball-Esque spells is a good idea to me. If you can tell me how stuff like Fault Line, Rolling Earthquake, & even Earthquake is good as a wincon, let me know right away, landofMordor. Besides, I had to remove Splinter Twin, Kiki-Jiki, Mirror Breaker, & even Suppression Field just to make things work. I might even have to add back Terrain Generator unless you have a better idea for Land 35, raising the target amount to 4 left. I don't suppose you have any suggestions for cuts, landofMordor? I'd really appreciate at least 4. Please respond soon.

lagotripha on

3 weeks ago

Weird modern tribals get interesting tools. Cards like Mirror Entity and Taurean Mauler are available. Collected Company and Bloodbraid Elf offer a lot of card advantage. Pyroclasm, Earthquake and similar can offer disruption and enrage triggers. Boros Reckoner, Spitemare have been in 'Skred your own creatures' lists before, as well as using the Seismic Assault/Life from the Loam interaction.

Also, Search for Tomorrow will beat Thunderherd Migration in a deck with so few 1 drops.

Good luck, and I hope your deck finds its place in modern.

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