Glacial Chasm

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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.

Glacial Chasm Discussion

carlmoores on Mairsil's Jail for Combos

5 days ago

For replacing the infinite mana combos I have a few suggestions.

1: Mirror-Mad Phantasm and Laboratory Maniac .

This one you need to be holding counters for, so it's de facto more complicated then I prefer. Basically you use the stack with this one so sequence is everything. 1: Play Lab Man 2:Activate a draw a card caged ability or play a card draw spell 3: In response, activate Mairsil's caged MMP ability and shuffle Mairsil into your deck 4: Put your entire deck into your graveyard since a card named "Mirror-Mad Phantasm" is not in your deck (the wording on the ability reverts back to "mirror-Mad Phantasm" as soon as Mairsil leaves play, even though the ability is on the Stack. 5: The card draw resolves and you win because you have no card to draw and Lab Man is on board.

The additional advantage of running the Phantasm is that he acts as a risky AF version of Traumatize ing yourself if you cast him and activate. You may reveal him ten cards from the top, but also maybe 80 cards from the top.

2: Sage of Hours and Anthroplasm infinite turn lock.

Technically not game ending and slightly mana intensive but once you have demonstrated that unless the opponents can remove Mairsil you have established a lock all but the most stubborn opponents will scoop.

3: Necrotic Ooze + Phyrexian Devourer + Triskelion / Walking Ballista The Diversion.

Technically not a Mairsil combo but synergizes with many cards you will be running anyway, specifically Buried Alive . I have found this combo makes the deck far more deadly because it 1: Doesn't rely on the Commander and 2: Is incredibly hard to interfere with. If you need an explanation of how it works, ask and I'll elaborate but it's a pretty well known combo that appears in a lot of decks. I definitely recommend running Chainer, Dementia Master and possibly some GY recursion like Reanimate and Animate Dead though if you're going to run this.

On the subject of the wheels and Niv-Mizzet/ Locust God/ you forgot Nekusar. You could just do that as a different deck TBH.If I was going to play one, and you should be hard up for slots by this point really so I would only pick one, I'd go with Locust God as he provides chump blockers and if removed can be caged. Also, most smart players will remove Nekusar on sight.

As for counters: Perfect. Turn Aside and Negate are exactly the type of cards I'm talking about.

You're right. Most of the cuts have to do with the fact they're infinite mana enablers but not much use besides that. As for the two you specifically mentioned, Deadeye is just a personal bias. I think his CMC is too high in a deck where mana, especially blue mana, is such a precious resource. He's amazing when you can get him online (though not perfect, he doesn't do anything against board wipes) my concern is getting him on board able to protect himself AND Mairsil from one removal spell is 8 mana. Think of it this way, if Deadeye Nav said "to cast this card tap all your lands and skip this turn you may not cast instants or play abilities until your next turn" would you play him? I imagine the answer is no, but that is pretty much his casting cost in a deck where keeping a few lands open as much as possible is so important.

As for the poltergeist, your protection via caged effects should be limited to the littlest slots possible, this deck is trying to accomplish alot and 100 card syndrome hits is hard and even though Cavern Harpy and Thalakos Scout are 100 times better as caged protection, even that is not the best case scenario. This deck CAN live without Aetherling, but it is arguably the most important card in the deck. Protecting Mairsil doesn''t amount to much if you aren't caging things while you do it. I'm looking at Poltergeist and going "That slot could be a Corpse Connoisseur that gets me Aetherling or a combo piece" (This is where your deck durdling comes in)

Finally, here's my suggestions to add in terms of creatures and I'll give each a quick purpose blurb

Thalakos Scout : Said already Corpse Connoisseur : Tutor, chump blocker, tutor again Eater of the Dead : Untaps. Eats recursion targets in GY decks. Dralnu: Recycles boardwipes, tutors, card draw Magus of the Wheel : Obvious Notion Thief : Robs opponents of card draw, draws hate, combos with any wheel Pestilent Souleater : Mana free Infect as a backup plan. Traumatize : Mass cage targets if not running the MMP/ Lab Man combo Telepathy Knowledge is SO powerful in Mairsil Azami, Lady of Scrolls : Card draw that doesn't need Haste. Galecaster Colossus : Also cheats Haste, faux-removal. Crypt Rats Faux board wipe. Lim-Dul's Vault Cheap faux tutor Glacial Chasm Stalling tactic. Hard to remove, one card pillowfort

Anyway, that's all I have for now. Once again, check out the MTG Muddstah video's featuring Harry's Mairsil deck, you'll find it very enlightening. Hope you start enjoying the deck more and let me know how it works out if you stick with it.

FunnyDuck on Trostani Voice of G/W Tokens

1 week ago

Thanks for the input! I'll continue looking into using Emeria, it seems to have a super high ceiling with all the strong ETBs Trostani decks tend to enjoy. The manabase I'm currently testing runs 8 basic Plains and 9 basic Forests, and all the basic land-type duals I can reasonably use. Finding a good mix between enough basics for Emeria while having colorless mana for Mirrorpool has been an interesting deckbuilding experience so far! If things work out I'll update the online list, as I tend to reserve it for cards I've used for a while.

On that note, how much of a stretch would it be do use Knight of the Reliquary to take advantage of the amount of basics? I've been trying it out alongside things like Glacial Chasm and Ancient Tomb and so far it's been good. Tireless Tracker has also put in enough work for me that I slotted it in even without delving to hard into a fetch-heavy manabase.

Lastly, how has Seance been for you? It's been an absolute house alongside Trostani and Seedborn Muse , but outside of that I find it fairly average.

SoukaJerkCoach on Who needs a Scion, when Ur-the Dragon?!

1 week ago

Considering I play in a group where 1 or 2 players may have Glacial Chasm or other lands such as Maze of Ith or Kor Haven , I would consider having a land such as Strip Mine . I would also consider Insult for a finisher and could also be used if you play in a group where Fog effects occur often.

Awesome deck though! I've been looking for a good source of inspiration to create a Ur-Dragon deck.

goldlion on Google Ghave and The Search Engine of Doom

1 week ago

Thanks Abzkaban, I only get a little time here and there so I've been plugging away at it. I put the more competitive land package in here - I don't own the cards, but wanted to see how they played with this and aim for them eventually. I took at the lands matters side all together and most of the regular Ghave synergy stuff. I ended up pulling a Demonic Tutor in UMA and picked up a Natural Order , so setup is getting smoother.

I've played this a handful of times now and it's been awesome! Had an incredible turn 7 or 8 combo off with Mikaeus, the Unhallowed on the battlefield ( Protean Hulk !), and took everyone from 40 life down. I will say that Glacial Chasm is a definite all start that I've been able to easily grab if things are taking longer and I need to delay 3-4 more turns. I've also been really happy with Ghave commanding this deck as he can produce so much value to setup for a big turn, creating sarolings to sac to alters for the next turn, or to be sacrificed to Skullclamp and Fecundity or Dark Prophecy to get me the cards I need. The flickers and recursions have all done their jobs with Avatar of Growth .

Gotta take a few cards out... working on that. I could also use 3 or so cheap card draw.

Super fun to play though. It always catches people off guard and is neat puzzle to sequence in working with what I've got, cause I always find I want to make it combo - get as many searches as I can with mana/spells enough left to protect me for another turn if I don't get everyone at once.

Omnes_Spiritus - thanks for the thoughts! We beat you to them though, they are in the deck :). Except, for some reason Path to Exile didn't make it into this updated version, so it wasn't all for not!

SpookyToe on 91 Land Gitrog Monster

2 weeks ago

Damn I'm dumb. Sorry I didn't do my research and just assumed Glacial Chasm was a million dollars, it's only a little over 3.

SpookyToe on 91 Land Gitrog Monster

2 weeks ago

I know I sound like one of those spike-y dicks that's all "blah blah blah bad against X and X and X" but turn 7 is kinda late. I have this aggro ezuri deck that usually wins turns 5-7, but if it doesn't, crap, killed by combo. I'd put some cards in here that add survivability, which I know messes with the frog monster combo, but it might help you when you're against decks that combo out on turn 3 (unless any metas around you aren't assholes). Some ideas I have for lands that might help you are Glacial Chasm (if you have the money for it) prevents you from dying super early (you can also sac it to the toad later), and Command Beacon in case they kill Gitrog over and over again. Gaea's Blessing to help you from not dying, the witness are regrowth aren't enough (unless they are enough, I've yet to play against this). Ancient Tomb and Temple of the False God can also get Gitrog out earlier (unless you NEED those 6 lands on turn 6).

SK00MA on Zur the Prison Master

2 weeks ago

You are missing the greatest enchant of all. ... Mystic Remora + Solemnity

since we are on the Solemnity train let me introduce to you my favorite edh card Glacial Chasm

pokepower116 on Xantcha, Woke Agent

3 weeks ago

Made a quick update for the deck addressing the comments I said above! Still considering adding in Smoke and more boardwipes, but for now I've removed Necrogen Mists , Sire Of Insanity , and Pain Magnification to add in Pestilence , Glacial Chasm , and Expedition Map .

Glacial Chasm should help us stay alive, Pestilence should help keep the board clean of creatures with <4 toughness, and Expedition Map should help us find Cabal Coffers or Urborg, Tomb of Yawgmoth to help our mana out.

I'm going to see how these changes go and then maybe change the deck a bit more after some testing.

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Glacial Chasm occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Golgari: 0.09%