Geomancer's Gambit

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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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Geomancer's Gambit

Sorcery

Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle their library.

Draw a card.

lcarl3035 on Momo: Twice the horns, twice the fun

1 year ago

I would add Darksteel Citadel and Cascading Cataracts just so you can "destroy" them with Cleansing Wildfire and Geomancer's Gambit without actually losing lands.

lagotripha on BOROS BURN AIKIDO

2 years ago

9-lives Ok, so the turn order goes untap, upkeep, draw, mainphase, attack phase, main phase, end step. Whenever you go from one step to the next you lose any mana you've added to your pool.

Upkeep basically exists for things that happen once at the start of a turn, after you untap your lands, before you draw a card. A lot of cards literally had 'upkeep' which makes you pay every turn to keep them (eg. Brand of Ill Omen back in the old days)

Braid of Fire was printed to help pay these, pay for instant speed effects like abilities (eg pump on Shivan Dragon) or actual instants.

If you want to play a big instant speed spell like Searing Wind, pay full price for Thunderous Wrath, or activate Soulfire Grand Master its great because you don't need to play a ton of lands.


Harsh mentor is in the same category as Ash Zealot, Immolation Shaman Tunnel Ignus and Ishi-Ishi, Akki Crackshot- they care about your opponents doing very specific things, which most opponents can just ignore.

Effects like great revel deal damage no matter what deck your opponent plays. Even more, compared to things like Young Pyromancer that care about what you are doing, they are a lot less reliable.

You can build decks around and that use them - I have in the past, especially for budget brews, but it takes planning. Tunnel ignus feels bad until you start playing Path to Exile, Cleansing Wildfire and Geomancer's Gambit, but its rare that you want to just put one in there - its home is usually in the sideboard.

Someone whose combo casts a billion cards from the gravyard will hate losing game two to a single ash zealot, and harsh mentor is in the same category.

taylorfisdboss on U.S.S. Deathstar: NCC-1701-FU (Paunza)

2 years ago

Gattison The pay offs you just mentioned for black actually synergize with the Cleansing Wildfire and Geomancer's Gambit in that by helping our opponent search up lands we leave them with less lands and make both Destroy the Evidence and Balustrade Spy mill our opponents for more. Black also has the diverse Befoul for land or nonblack creature removal. Another cool idea is to lean into your Psychic Venom and also run Contaminated Ground so that you can really make their spells cost them.

I totally get what you're saying about playtesting in a vaccum and not wanting to make people play against it a bunch XD - that makes building ponza all the more difficult! love what you'v

taylorfisdboss on U.S.S. Deathstar: NCC-1701-FU (Paunza)

2 years ago

Unless I'm missing something Cleansing Wildfire and Geomancer's Gambit both seem like they don't advance the game plan very much given that they let your opponent search up basics to replace the lands they lose. Pauper tends to involve decks with lots of basics so it would be hard to get rid of so many that our opponents fail to find. That being said since you are running them you might want to consider Silverbluff Bridge over Swiftwater Cliffs because it will let you use either one of those spells to ramp yourself by targeting your own indestructable dual.

zapyourtumor on Zo-Zu, Land Destruction

2 years ago

JonathanSamurai probably Geomancer's Gambit . it kind of sucks

You could consider running Flagstones of Trokair with plains but theres no armageddon type shit in modern and its a nonbo with blood moon, so idk

Gattison on Boom! Yo land gone

3 years ago

So, keep in mind I rarely play out and am not the best guy to ask about the meta. My expertise lies mainly in creativity (which most MtG players call jank, lol).

However, I do play a LOT of pauper regardless, so, I playtested in the tester for lil bit, and I feel draw is problem. I also kept wanting to cast Simian Spirit Guide as a creature. How does the deck play for you? What's your situation by turn 4-5 in most games? And then later on?

Depending on how you play the deck, I would consider putting both Cleansing Wildfire (instead of Stone Rain) and Geomancer's Gambit (instead of Roiling Terrain) in the deck. Both will cantrip themselves, and even though they both allow the opponent to replace the lands they lost, Cleansing Wildfire makes the land enter tapped, so it still slows the opponent down. Plus you should be able to just destroy those lands within a turn or two before they become a problem anyway.

You could also try one each of Forgotten Cave and Tranquil Thicket for even more draw.

I also feel like Raze should be in here. It's SO cheap that it should be considered at least. Maybe swap out Simian Spirit Guide for something like Sakura-Tribe Elder to support the extra demands on your land base?

Coward_Token on Zendikar Spoilers!

3 years ago

Strictly better Geomancer's Gambit gooo

Kinda surprised 's targeted enchantment removal ended up being as straightforward as a Devour in Shadow

Felidar Sovereign got a spiritual successor

Relic Robber is really cute yet not really fitting in my Marisi, Breaker of the Coil deck

Angel of Jubilation that's castable outside of mono-? kinda wowed, although I wish it traded some stats for evasion

Luxxis7 on

3 years ago

Cleansing Wildfire New from Zendikar Rising, instead of Geomancer's Gambit

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