Glacial Chasm

Glacial Chasm

Land

Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

When Glacial Chasm enters the battlefield, sacrifice a land.

Creatures you control can't attack.

Prevent all damage that would be dealt to you.

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Printings View all

Set Rarity
From the Vault: Realms (V12) Mythic Rare
Masters Edition II (ME2) Rare
Ice Age (ICE) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Glacial Chasm occurrence in decks from the last year

Latest Decks as Commander

Glacial Chasm Discussion

rdean14 on Card creation challenge

1 day ago

Based on a personal favorite: Personal Sanctuary, as well as Glacial Chasm and Island Sanctuary

Cloister

Enchantment

You can't cast spells.

You have hexproof and cannot be attacked.


I'd like to see another enchantment with a huge upside and a steep cost! Maybe like in a cycle, but more like the Boon Reflection, Thought Reflection, Wound Reflection, Rage Reflection, and Mana Reflection cycle, where the mana costs vary more.

Azeworai on Radha, The Lands Matter To Me!

2 weeks ago

Alright. I have created this from your decklist.

Click this link here:

https://tappedout.net/mtg-decks/radha-the-lands-matter-to-me-copy/?cb=1595820141

This version has far more early game and a Glacial Chasm backup plan. Moreover, there is an abundance of options for drawing cards and a foison of ramping choices. It is a little more planeswalker-heavy, but they simply provide a lot of value.

I didn't test it extensively, but it feels far nicer. I have added all cards I have cut and replaced in the deck's description along with a reason.

The upgrade price is a little high, but it doesn't need a Strip Mine, so that may help.

Azeworai on Radha, The Lands Matter To Me!

2 weeks ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

Azeworai on Radha, The Lands Matter To Me!

3 weeks ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

Shintarou on Tatyova Control Combo

4 weeks ago

sweet list, here are some recommendations from my "storm" style build of tatyova.

Vash13 on you don't need mana to play magic!!!!

1 month ago

I was thinking the same about Glacial Chasm and Solemnity...

Beebles on Omnath Alt Wins

1 month ago

Great questions! It took me quite some time to understand all the nuances of it as well. Let's answer your questions:

1. Does it work like that? You are almost correct :). To make it work, you would need to be at 7 lands actually. Valakut, the Molten Pinnacle reads "if you control at least 5 other mountains", so you need 5 mountains for it to work on the sixth mountain you play. If you have multiple mountains enter the battlefield with Scapeshift (and with them counted you have 6 or more) then it works as you describe: they all enter at the same time, so they all see each other as they enter and they all trigger. So in combination with Scapeshift, you need to have at least 7 lands. You can sac all 7, get Valakut and 6 lands with the mountain type, and boom: you deal 6x3=18 damage. If you already had Valakut in play you will now want to be at 8 lands: sac all but Valakut, get Vesuva + six mountains. Now you deal 12x3=36 damage as Vesuva will enter as a copy of Valakut. That copy ability happens without the stack, before the valakut triggers are put on the stack (unfortunately Vesuva cannot come into play as a copy of another land you got with Scapeshift).

2. What would I cut? I think Mina and Denn is not required for your build. I run Mina and Denn myself as the commander and I love the card, but I suspect you will not be returning lands to your hand that often in this list (you are not running the broken ones that combo with M&D, which are Gaea's Cradle, Glacial Chasm and Mosswort Bridge). That could be a way to make room for Dryad. For lands I would surely cut Reliquary Tower as it is a nice-to-have card, not a necessary one (I think I only run it in Multani, Maro-Sorcerer where it actually helps me win. For most other decks I think it is overrated. Discarding back to 7 doesn't feel nice, but it will probably never make you lose). You can also experiment with cutting a few basics, but I'm not familiar with the desired basic lands statistics in Omnath builds.

Hope this answers your questions :).

TheOneKiko1337 on [cEDH] Krenko, Mob Boss |PRIMER|

1 month ago

Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.

Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.

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