Fall of the Thran


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Fall of the Thran

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

— Destroy all lands.

, — Each player returns two land cards from their graveyard to the battlefield.

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Recent Decks

Fall of the Thran Discussion

WorldEater_42 on The Untouchables

1 day ago

Hey, Multimedia thanks heaps for taking a look! I've added in Talons of Wildwood, it makes a lot more sense than Blanchwood Armor especially if I am running Fall of the Thran (and not mono green).

I don't think I have quite enough enchantments to justify satyr enchanter but I will consider it.

Regarding Suspicious Bookcase, I was really inspired by Saffron Olive's "Bogle Horse Green" in which Key to the City really went to town, generally by making Gigantosaurus unblockable leading to a number of wins. I am also a bit worried about containing aggro decks.

I will playtest Suspicious Bookcase and keep and eye on how it goes. I am open to other suggestions for evasion.

seshiro_of_the_orochi on Stalwart Unity

1 week ago

So you wanted me to have a look. My K'n'T is a hatebears-pillowfort-sweepers-enchantments-beast of a deck, so the cards I'll suggest go into this direction:

Abundance is ridiculous for the kings. Also, to increase the power of sphere of safety, Sandwurm Convergence, Assemble the Legion and more global enchantments are great. I also really like Stormtide Leviathan, thus most of my attackers have flying. My other current finisher is Approach of the Second Sun. And I also jammed like seven sweepers into the deck. Oh, and you should really try Fall of the Thran as it is totally insane with K'n'T. I'll try put up my list in the coming week, so maybe take a look then.

Toshiro on Aminatou: Nihilistic Tendencies (Stax)

2 weeks ago

Love your list. Why you run Armageddon? Try Fall of the Thran

Brownkid09 on Land of the Lost - Fall of the Thran - M19

2 weeks ago

I don't think Path of Discovery works with Sylvan Awakening. The lands are already in play and just gain creature types and key words. Same thing goes for Mentor of the Meek and Sylvan Awakening.

I like the idea, but 9 sources to get off Sylvan Awakening+Fall of the Thran? Seems unlikely against control matchups. The agro matchup might be a toss, since you run Root Snare to hold them off. I just wish there was some life gain to help.

TheTrueSchmamook on Land of the Lost - Fall of the Thran - M19

2 weeks ago

That is a slight concern, but if played right when you swing with Sylvan Awakening, they shouldn't have any mana to blow up your dudes with anyways. (And if you're using Sylvan Awakening to swing with, you should use it more openly to swing against any other color deck than probably white. Whites a dick and needs a more specific play. I'll explain that in a second)

Red can Hijack your lands, so be careful... lol

Cleansing Nova and Fumigate just won't work if you have Sylvan Awakening popped and it's really the only time thy'll get to use any mass creature wipes fully, so womp womp womp on them. Gotta love indestructible!

You should wait to Sylvan Awakening after you Fall of the Thran or if you just need indestructible blockers with reach (If you have like 4 open blockers, they tend to just not swing). This will remove the potential of the opponent being able to cast Settle the Wreckage if you just use them as blockers (basically a fog with damage on return).

My favorite theory so far is if you pop Sylvan Awakening on the same turn you Fall of the Thran, then your land is safe and only your opponents land will hit the graveyard (As you have indestructible from Sylvan Awakening). Then pop sylvan next turn and swing. They'll have 2 mana and you'll have all of yours left.

Another combo is to have Path of Discovery for when your lands become creatures with Sylvan Awakening. This will trigger Path of Discovery and either add 1/1 to your indestructible, long armed tree dudes or allow you to thin out your deck of however many mana might just be sitting there on the top of you deck waiting to screw you over.

Dryad Greenseeker has been a thought in this deck, but I'm still contemplating it. The concept it to keep it down to the ramp creatures, and the multani. I might give swap my llanowars for the greenseekers. hmmm.

Brownkid09 on Land of the Lost - Fall of the Thran - M19

3 weeks ago

I've tried The Mending of Dominaria and it feels way to slow as a turn 4/5 for the current meta. You should play Remorseful Cleric. Getting rid of their lands after a Fall of the Thran resovles is almost always game ending.

Shwang on Witch-Maw Land Destruction

3 weeks ago

Is the idea to get out Fall of the Thran and kill it right away with Naturalize? Very creative idea! I like it.

Looks like you have tons of ways of getting your lands back, which is good. But it looks like the only way to kill Fall of the Thran is Naturalize? (forgive me if I'm blind and miss something else). I'd recommend adding in Thrashing Brontodon. He is not only an effective creature at 3/4 for 3, but could be more ammo against your enchantment. Food for thought.


Ayish on Daxos's spooky enchantments

1 month ago

Conviction isn't really that good imo, you can find better aura's for cheap. Cruel Reality while good later in the game you have no mana rocks that I saw meaning it won't come out soon enough to get really good usage. Dreadbringer Lampads kinda like with Nyx-Fleece Ram it isn't really serving a purpose other than to be an enchantment. Fall of the Thran You dislike when people target you, don't give them a reason. Archetype of Finality imo it's too slow for how weak the creature is. Crystal Chimes already messaged you. Daxos's Torment I'm not that sure but I feel like this again is only really there for it to be a creature that's an enchantment, not to be a valued card. Death Grasp again, not too sure but unless you have more mana ramp and sources not going to do too much. Grim Guardian Again feeling like it's only there to be both a creature and an enchantment, power isn't too strong. Mourning Not to strong, -2/-0 not going to do much in most cases imo Myth Realized Like the Daxos's Torment but slightly better imo, still feel it's only there to be both a creature and enchantment Nyx-Fleece Ram Just restating. Skybind Without more strong normal creatures not benefiting you, just maybe hurting opponents a little. Teysa, Envoy of Ghosts What's the purpose of them? They do nothing for the deck.

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