Glacial Chasm


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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


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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Glacial Chasm Discussion

Last_Laugh on Gitrog Stax

5 days ago

Why no Dark Depths/Thespian's Stage combo and why no Glacial Chasm?

Ender666666 on Gitrog Dredge Combo [Primer]

1 week ago

I have built this in paper up to (but not including your adding of Grim Flayer).

A few changes I am making for my meta are as follow, I ovver them in case they help anyone else.

Cut: 1x Collective Brutality, 2x Swamp, 1x Forest

Added: 1x Torment of Hailfire, 1x Urborg, Tomb of Yawgmoth, 1x Glacial Chasm, and 1x Bojuka Bog

I prefer the directness of Torment as a closer, and being able to Crop Rotation into both Bog and Chasm to disrupt other players going off and winning is a bonus against Flash Hulk decks.

MRDOOM3 on Budget Nekusar, the Mindrazer EDH

1 week ago

Charmbreaker Devils can be used for recursion.

Spiteful Visions and Phyrexian Tyranny are both cards that I would put in Nekusar EDH decks. Yes, it does do damage to you, but with Nekusar on the field, along with other damage engines like Parasite, you will outlive your enemies.

Glacial Chasm is a card that stopped my Nekusar deck in its tracks when I played against another Nekusar deck. Maybe you can try it out.

Nin, the Pain Artist serves as a creature removal outlet and a forcefeed engine.

I've seen several Nekusar decks that run Helm of the Ghastlord, or, if they want to be real nasty, Phyresis and/or Grafted Exoskeleton.

b0bjohnson on Forests^2

1 week ago

Hello sir. I am in the process of creating a deck similar to yours and have been finding this list and your primer an amazing resource. :)

I have some questions about card choices.


Mono Green burn

Any tips would be greatly appreciated.

Philoctetes on Licia, the Sanguine Storm

2 weeks ago

Great comments guys thanks for the interest and following my journey!

luther - while I do love Hatred as a fantastic win condition in a lot of decks, I feel in this build the Attack with Licia commander damage plan is very Plan B. I like having the option, but the main reason I like it is that it sort of exists by itself without slots dedicated to it, you know? But thank you for the suggestion!

MagicBlues - thanks for following along! The deck has definitely evolved over time, haha. My goal is actually at this point to continue to upgrade as I make certain acquisitions and really trick it out. My latest thought is potentially including a Burning Wish Mastermind's Acquisition sideboard package and offloading some board wipes and other situational cards to it.

Good comment regarding Not Forgotten my reasoning specifically for Not Forgotten over a card like Shreds of Sanity or Recoup is that it can bring back whatever I need, and especially Helm of Awakening which is just such a crucial piece. It can also circumstantially grab a Glacial Chasm or something similar!

Keep the comments coming guys I am enjoying the discussion!

PookandPie on Zur, the Enchanter

2 weeks ago

Vanishing is one of the most important auras for a Zur Voltron build (or basically any build that uses his ability to put auras on him to kill an opponent). Phasing out keeps auras attached but prevents your opponent from harming the enchanted creature until your next untap step and you get to swing with Zur as normal. So basically you swing with Zur, pay UU, and now Zur can't be destroyed, exiled, anything, until your next turn. It's extremely good, and if you're running auras to put on Zur to win with him, it's always worth running Vanishing. Period. It's his bread and butter card. This also shores up your weakness to bounce or enchantment destruction (as you can phase out any aura attached to Zur to protect it, so Tranquility isn't quite as awful to play against).

Empyrial Armor is strong and should be here, especially if you use Necropotence to keep your hand topped off at 7 at all times.

Back to Basics is hilarious depending on your playgroup, though it may be out of budget. I'm just shooting ideas; if this card is too expensive, ignore it.

Greater Auramancy is expensive but is sadly the only way to get around Krosan Grip. It + Vanishing + Diplomatic Immunity gets around literally every card that could possibly remove Zur and his enchantments, lol. You don't need to worry about this if no one plays Krosan Grip though.

Helm of Obedience would be a nice win condition, and you can use Zur beatdown as a secondary win con (since it'd take longer to assemble without Strionic Resonator). You can pull Rest in Peace from your library and then just annihilate the largest troublemaker with the Helm.

Suggestions for removal:

Profane Procession isn't that good.

Aqueous Form is mediocre considering Steel of the Godhead does that same ability and adds a buff, and you're likely grabbing it off Zur's trigger.

Don't use Aegis of the Gods. Use Solitary Confinement. Why? Because Necropotence + Confinement make a really great softlock and it protects you far, far better.

You're running Solemnity but I don't see a card it combos with that well. You may as well run Glacial Chasm as another convenient softlock but that shuts off the Zur win plan. So, if you plan on doing Helm of Obedience, get a Chasm. Otherwise, I really don't see why you would run Solemnity because all it does is stop Planeswalkers and Zur can crush Planeswalker Super Friends decks with relative ease anyway.

I don't get why you're running Azor or Sunscorch Regent. They're really expensive and are just beatsticks, when you could deal more damage with Zur in a shorter amount of time. With Vanishing, you basically never have to worry about your win condition dying, so that's less of an issue. Same goes for Sphinx of the Final Word, though Teferi, Mage of Zhalfir is basically a superior version of that card.

Other soft locks to consider:

Bitterblossom + Contamination. Zur can grab both against nonblack decks and it's very entertaining. Not necessary, just a cute thing to think about.


Get Vanishing in here ASAP, and Empyrial Armor would be super helpful too. Helm of Obedience would be nice as it would enable quick kills with Rest in Peace, though Zur beatdown is still a viable option. Solitary Confinement would be a better Aegis of the Gods in this deck considering you can easily pull Necropotence out of your library to upkeep it.

Consider: Back to Basics, Bitterblossom + Contamination

Contemplate removing: Azor, Sphinx, Sunscorch Regent. Profane Procession and Aqueous Form don't seem that great (the former is too mana intensive, the latter already has a superior variant of itself in the deck and both cost the same mana when Zur pulls them). Aegis of the Gods, too.

5c0r910n on Nekusar, Exam Simulator

3 weeks ago

This deck is card i own rn, but i think about em. If you have any card suggestions for survival, i'd appreciate those alot, rn with my playgroup im considering Glacial Chasm

JohnnyCRO on KefNOT the Controlfreak [primer]

3 weeks ago


Such situations are uncommon, but they do come up from time to time.

It is true that this deck highly values lands, but after the deck enters mid/late game lands become more of a commodity. The deck still wants and actively works on getting more mana, but we can get rid of one or two lands if the situation calls for it.

Tolaria West is a land early on, but can be used as a tutor late game if we need to bring out a utility land.

Both MLD and targeted land removal are present in my meta. In case of MLD saving a land or two while fattening up a hand will help in getting through it. While against targeted land removal like Strip Mine it might save a valuable utility land.

In aggressive metas, maintaining 7-card hand while developing a board and ramping might be problematic so sometimes bouncing a land to hit 7 cards in hand is acceptable. Especially if we have no other lands to play the next turn anyway. Sure, drawing into a land is an option, but it is still a factor when weighing options and deciding if bouncing a land to hit 7 cards in hand is worth it or not in the particular moment.

And last, but not the least, Glacial Chasm is very neat.

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