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
Oathbreaker Legal
1v1 Commander Legal
Legacy Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal
Unformat Legal
Duel Commander Legal
Casual Legal
Leviathan Legal
Vintage Legal
Limited Legal

Glacial Chasm occurrence in decks from the last year

Latest Decks as Commander

Glacial Chasm Discussion

TheRealSpecialK on Land Interaction

1 week ago

A land I think is underplayed is Glacial Chasm - there is a lot you can do with it if you decide to run any effects that prevent it from gaining counters or if you have decks that allow you to easily pay lots of life.

PhotogenicParasympathetic on Legacy Lands, but commander?

1 week ago

A friend of mine has a pretty OP Azusa, Lost but Seeking lands deck. I don't have his list, but it's got all the usual suspects, plus a bunch of mana dorks, and relies on Glacial Chasm to keep itself safe, while looking to Strip Mine people to slow them down, and eventually kills with Marit Lage/Manlands/Infinite mana combos.

griffstick on Archenemy Commander Neeed

2 weeks ago

With all that damage being thrown around you are gonna want Blessed Sanctuary and or Purity and or Mark of Asylum and or The Wanderer

Glacial Chasm might also come in handy.

I would also think of ways to completely shut down there cmdrs. With cards like Song of the Dryads, Imprisoned in the Moon, Darksteel Mutation, Lignify, and Oko, Thief of Crowns

BrandonH45 on

3 weeks ago

How to Play:

Early game (Turns 1-4):

  1. Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.

  2. Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.

  3. Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!

Mid-Game (5-12):

  1. Create all the tokens!

  2. You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.

Late Game (+13):

  1. Purphoros, God of the Forge probably died once or something. Just keep building up your control, draw, Purphoros, God of the Forge comes out again, and continue to create more tokens.

  2. Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.

  3. Very powerful attacks with Chandra's Spitfire (especially if it's a multiplayer game) with Purphoros, God of the Forge and Hellrider ETB triggers

Control/Drawing:

-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck

-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.

-Chaos Warp

-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.

-Reforge the Soul

-Valakut Awakening  Flip

-Magus of the Wheel

-Defense Grid: Making your opponent pay more mana in order to play out of turn.

-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.

-Meekstone: Inhibits larger creatures from attacking.

-Vandalblast

-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.

Destruction:

None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable

-Nevinyrral's Disk

-Goblin Sharpshooter+Basilisk Collar

-Jokulhaups (try to get Norin the Wary out with Purphoros, God of the Forge before playing)

-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.

-Starstorm

-Vandalblast

Extra Synergy:

Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!

-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason

-Panharmonicon: Makes your ETB triggers activate a 2nd time

-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.

-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!

Infinite Combo / Win Conditions:

-Kiki-Jiki, Mirror Breaker+Zealous Conscripts: Kiki-Jiki, Mirror Breaker makes a copy of the Zealous Conscripts which untaps Kiki-Jiki, Mirror Breaker to make another copy of Zealous Conscripts...

-Zealous Conscripts+Twinflame: Tap Conscripts to make a copy of itself and tap the next Conscript and make a copy and Tap that one...

-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...

-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.

-Ashnod's Altar+Nim Deathmantle+ETB creature with at least one token: infinite ETB triggers, and if the ETB creature produces more than one, you also have infinite mana!

-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.

-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.

plakjekaas on Opposition Agent needs a preemptive …

3 weeks ago

Yeah, no. I'm not buying it. I think a lot more players than you assume, play the game to play the game, and just don't like to lock up tables in the magnitude you're suggesting. Because the way you picture it, there will be no decks left not playing blue or black in the world.

I will not be jamming Hullbreacher in my temur landfall deck, Opposition Agent will not make the cut for Rankle, Master of Pranks, nor for Vaevictis Asmadi, the Dire (excellent answer right there in the command zone btw). Commander players all over the world like to play suboptimal decks with janky combos, tokens, big creatures, tribes, any way to personalize the experience and make it fun to play. The problems you are projecting are only for tables that rely on their tutors to do anything they want to, with only interaction, tutors, and instant, hard-to-interact-with win-the-game combo pieces in their deck.

Which is currently the most powerful way to play magic in EDH, because you're playing singleton. But not really, because every tutor counts as every other card in your deck that it can find. OP agent, like Aven Mindcensor, Stranglehold,Mindlock Orb and Leonin Arbiter, will absolutely WRECK cEDH tables, nobody will disagree with that. If you can't answer a 3/2 with your hand and/or boardstate, without searching your library, or if your deck can't win without its Thassa's Oracle, yes, then this card is a major problem for you.

But in the top 100 cards on EDHrec, there's 16 that get hosed by OP agent. 9 of them only search your library for land(s). If that was enough to be banned from a format, Null Rod and Collector Ouphe would have been banned ages ago, because almost every deck plays mana rocks (23 out of 100 are hosed by those). Getting your stuff stolen feels bad, however, so this will immediately make the top Salt Cards list on EDHrec.

It sounds like only the most powerful decks and tables are not ready for the impact of this card, the paradigm shift that searching your library to find exactly what you need at any time, can be answered now, and might no longer be the best thing to do in any situation, it might even lose you the game now. The rest of the world, who can just cast a 6-power creature from their hand, or the command zone, and start beating the player who forbids them to play their deck until he is no more, along with the other 2 players who don't have an OP agent in play and like to see it gone, will shrug and consider this the next unfun stax piece, like Stasis, Winter Orb, Armageddon, Cursed Totem, Drannith Magistrate, Notion Thief, Narset, Parter of Veils, Counterbalance + Sensei's Divining Top, Glacial Chasm and others that have mostly been self-restricted at 90% of all EDH playgroups in the world, but not banned.

So to preemptively ban this card because a small subset of commander metas around the world will have a hard time dealing with it, is hard for me to get behind, especially if that's the same subset that will have a Force of Will, an Assassin's Trophy, a Cyclonic Rift and/or a Mystical Tutor to find those or a different answer with OP agent on the stack.

casual_competitive on Mana Avalanche

1 month ago

1) ok, i switched it from Arbor Elf to Chrome Mox. my biggest issue rn is that a lot of the mana dorks produce green and it has slowd me down a turn.

2) i really only have 34 lands as 3 of them arnt actually used as lands Glacial Chasm, Maze of Ith, Malakir Rebirth  Flip.

3) i do need better tutors, Diabolic Tutor cost way 2 much, even though this deck produces a stupid amount of mana.

4) regarding cards like Tectonic Reformation id rather have more tutors.

5) i have enough haste providers, when i do cast my commander i wouldn't have enough mana to activate his ability anyways, i have enough haste providers where it might help if the game lasts longer.

Magic0 on The best budget edh deck ever!!! Only $20!!!!!

1 month ago

You could also add Eon Hub to prevent the damage dealt to you from Glacial Chasm.

SKYBREAKER44 on Muldrotha, the Ebbing Tide

1 month ago

Current thoughts:

  • For sure adding Daring Apprentice to try, though may be too slow without haste.
  • Want to try Glen Elendra Archmage (though she was way cheaper when I last looked).
  • Plaguecrafter will be added, even if just to replace Fleshbag Marauder / Merciless Executioner.
  • Vanishing looks like a fantastic protection for Muldrotha, since I only need her on board on my turn.
  • Mindbender Spores just looks like a hilariously fun and lesser known old card, that just looks like a great deterrent to attacking.
  • Kaya's Ghostform is strictly better than Thrull Retainer, the buff doesn't matter much.
  • Remove Sol Ring for Arcane Signet, there are so many 2 colour pips I need the coloured mana.
  • For this reason, I also want to put in Lotus Field. Sacking 2 lands may hurt early game, but can be amazing late game.
  • Debating Journey to Eternity  Flip, the curve for the deck is low but getting an extra creature out of the graveyard at instant speed is pretty great even if costs 5 CMC to activate.
  • Glacial Chasm, it just, makes me happy and could be clutch in a pinch. The cumulative upkeep is no big deal since you can let it die, so having it in your graveyard could be an awesome safety net with the limited land destruction in the format. I think sacking a land and using your land drop for it would be terrible early to mid game, unless Azusa, Lost but Seeking is out.
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