Fall of the Thran

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl 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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Fall of the Thran Discussion

Rogue_Toaster on Aminatou Flickering Queen

2 days ago

Fall of the Thran is a brutal lock when paired with Aminatou. I'm a fan of the sagas in general with her

Lusterblade on Aminatou: Nihilistic Tendencies (Stax)

4 days ago

Have you thought about Fall of the Thran? Blinking that bad boy on demand sounds fun!

ballesta25 on Legendary White Light

3 weeks ago

A few thoughts:

Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.

You may want Austere Command over Cleansing Nova: it costs an extra mana, but you get a lot more flexibility.

Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)

Immolating Glare is the same effect as Rebuke at one mana cheaper.

Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.

I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing  Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.

I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.

There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.

Elspeth, Knight-Errant, Gideon, Ally of Zendikar, or Elspeth, Sun's Champion all seem better in this deck than any of your planeswalkers except Karn.

Lame_Duck on Twenty Horsemen of the Apocalypse

3 weeks ago

You're right that the second ability of Fall of the Thran is not what this deck wants but the bigger problem is that 6 mana is just way too expensive for that kind of effect.

seshiro_of_the_orochi on Twenty Horsemen of the Apocalypse

3 weeks ago

I'm uncertain if the second ability on Fall of the Thran would be too much of a benefit for your opponent, but that could definitely be considered here.

SteelSentry on Land destruction: taboo or legit ...

1 month ago

The opinions on MLD and how it compares to stax, combo, etc. can seem overly harsh and at times hypocritical. And that's because a lot of times they are. I have players that complain when I Ruination and then proceed to Winter Orb me out of the game, or blinking Fall of the Thran in a Brago deck because "you get up to 4 lands back if you can stop me blinking it every turn, it's not MLD". If you want to blow up lands, playing Numot, the destroyer seems like a nice way to ease your playgroup into it, provided you can win in a timely fashion, and try just including targeted destruction and a little non-basic hate at first.

Pakinlead on ...And the horse you rode in on

1 month ago

Hi superwill123! Thanks for the comment!

Yeah, I considered both for this deck, both as individuals and as a pair. The combo of Scapeshift into Mode 3 of The Mending of Dominaria is a pretty good package for a lands deck or a ramp deck with an absurdly high top end; I don't think it belongs here. This is more of a midrange deck than either of the previous two; basically, Fall of the Thran should be the nail in the coffin, meaning the pilot has any two of board advantage, card advantage or a way to break the land-recurring parity of Fall. The Mending of Dominaria is pretty alright as a midrange card; it probably could take the place of Crucible of Worlds, maybe going up a land to compensate for the 5 CMC versus 3.

Scapeshift, though, is not worth playing, in my opinion. With no Landfall effects or Valakut, it's a 4-mana color fixer or, in a less color-intensive deck, a 4-mana sorcery that did nothing to affect the game. I don't think I can justify playing even 1, let alone multiples of Scapeshift to ensure the combo goes off. It dilutes too much.

I appreciate the suggestions, and I may need to consider The Mending of Dominaria more than I did previously. Thanks again!

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