Whenever a creature enters the battlefield under your control, Impact Tremors deals 1 damage to each opponent.
|Want (4)||MeltingParaiso , rothalax , Volkolar , tloor27|
Printings View all
|Dragons of Tarkir (DTK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Impact Tremors occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
- If I play Lose Calm and I control Impact Tremors, does IT deal 1 damage?
- Ferocious, can it be used multiple times? (Flamewake Phoenix)
- Does a 0/0 still trigger ETB effects like Soul's Attendant?
- Is Felidar Guardian and Felidar Guardian all on the stack?
- Synergy between Mentor of the Meek, Cathars' Crusade, & Where Ancients Tread
Impact Tremors Discussion
5 days ago
- 1.) Do not require any other triggers other than entering the battlefield
- 2.) Immediately return the creature to the battlefield
- 2.1) They don't want until a condition is met,
- 2.2) Or until the beginning of the next end step
If you are fortunate enough to have both out together, you can put an infinite loop on, which can be fed into things such as (in 5c) Soul Warden, Kapsho Kitefins, Orc Sureshot< Impact Tremors, Champion of Lambholt.
Also, Aura Shards, Boltwing Marauder, Bronzebeak Moa, Corpse Knight (Wincon), Decoction Module (Aethersquall Ancient), and honestly just a bunch more. You can also use Aetherflux Reservoir to auto-cannon everyone with Soul Warden and similar life gaining cards.
Also, if you use Clone creatures, you can expand how many creatures you have available to you. Have the Clone enter as a copy of either of the two aforementioned creatures and it works just as good. This also gives you access to a ton of draw via Dire Undercurrents.
1 week ago
Consider Proclamation of Rebirth in the sideboard in case your board is wrathed. Mentor of the Meek and Dawn of Hope are good card advantage engines. Genesis Chamber and Impact Tremors work well with Norin the Wary.
1 week ago
My first question is why no damage doubler effects? Furnace of Rath and similar work extremely well. Even though the opponent gets to decide what order the damage effects happen, you're still getting a big damage boost.
Second, have you considered going down to 33 or 32 lands? Your curve is pretty low and you aren't dumping your hand via artifact rocks or mana rituals. I think you could probably find one or two slots from land drops.
How have the planeswalkers been working out? The 4 CMC Chandra seems fine, but the other two seem expensive for not much effect.
Why are you running colorless creatures? The damage isn't amplified. Reality Smasher is expensive to cast at 5, and is effectively a vanilla 5/5 that keeps up card parity when it is removed. Smuggler's Copter gives card looting but requires creatures to make it work, creatures that could just be attacking and getting the +2 damage anyways. I can also see why you'd keep Phyrexian Revoker but Pithing Needle might outperform it here as its harder to remove and 2 damage a turn is negligible in EDH.
Some of your 3 and 4 CMC creatures you should reconsider for speed and effectiveness purposes. Thunderbreak Regent is a flying creature, but you aren't getting reliable triggers from it, most likely just one. Tectonic Giant offers card advantage and MASSIVE damage with Torbran. Inferno Titan is another powerhouse with Torbran as you can split the damage 3 ways and get 3 damage apiece. Mindsparker seems too niche and is a 3/2 first strike for against decks outside its color hate. Jaya Ballard, Task Mage seems nice but waiting for summoning sickness feels bad and having to pitch cards to it is a no from me. Taurean Mauler is certainly appealing and presents a threat later, but without trample you're losing out and would be better served by Hordeling Outburst for efficiency sake with Torbran. Finally, Dragonmaster Outcast takes way too long to turn on, and requires an upkeep step to do anything, making it prime target for opponents to remove. Its great when it works, but another token producer is going to outpace this. Specifically, Krenko, Mob Boss is going to run away with the game much faster especially if you have any random extra goblins floating around.
Alpine Moon is much more marginal than you think. Sure its shutting down Gaea's Cradle but your two other moon effects should be more than enough. Outpost Siege is a very marginal effect both ways, and I would recommend a cut for Impact Tremors if you are looking for more damage. Tectonic Reformation is -1 card advantage when you cast it, and no matter how many times you cycle it stays at -1 card advantage. It also becomes easier to cut if you go down to 32 or 33 lands. Experimental Frenzy seems useful when you've emptied your hand but seems marginal in the vast majority of circumstances. You aren't really running topdeck manipulation like Sensei's Divining Top or Scroll Rack to smooth this card out, and I sincerely think Thrill of Possibility is going to serve you better by making you have better turn 3's and turn 4's in your games.
1 week ago
Thanks for the feedback.
I do know about Kindred Discovery and it was in the list originally but it would only win with an Impact Tremors effect in play, otherwise you just deck yourself. So Instead of that I though running Sage of the Falls would be better, because it lets me me loop by discarding an Eldrazi titan or choose to stop at any time as it has a “may” trigger.
I do like the other cards, definitely the obelisk and coat of arms!
2 weeks ago
Hey, nice work in progress at upgrading the precon :)
I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.
Cards within the budget to consider adding:
- Ramp: Birds of Paradise, Avacyn's Pilgrim, Elvish Mystic, Llanowar Elves
- Ramp: Smothering Tithe, Faeburrow Elder
- Ramp: Arcane Signet, Wild Growth
- Tutor: Eladamri's Call, Finale of Devastation, Worldly Tutor, Fierce Empath
- Tutor: Enlightened Tutor, Idyllic Tutor, Open the Armory
- Tutor: Crop Rotation, Sylvan Scrying
- Haste: Lightning Mauler, Ogre Battledriver, Hammer of Purphoros
- Repeatable Protection: Mother of Runes, Reconnaissance, Eldrazi Displacer
- Recursion: Eternal Witness, Regrowth
- Lands: Temple Garden, Stomping Ground, Brushland, Karplusan Forest, Grove of the Burnwillows, Rugged Prairie, Battlefield Forge
- Removal: Swords to Plowshares, Vandalblast, Cataclysm, Wrath of God, Beast Within, Generous Gift
A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.
There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.
To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:
- Kiki-Jiki, Mirror Breaker
- Aggravated Assault
- Bear Umbra
- Sigarda's Aid
- Savage Ventmaw
- Zealous Conscripts
- Impact Tremors
Combos that go with these cards:
- Kiki + Helm + Purphoros or Tremors for infinite damage.
- Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.
Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.
- Assault + Umbra + five lands for infinite combats.
- Assault + Ventmaw for infinite combats and infinite green or red mana.
More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.
A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.
Good luck with your deck.
2 weeks ago
Why you don't play many good cards? And play bad.
Impact Tremors etb
Birthing Pod serch creatures
Goblin Bombardment sac outlet
Tragic Slip removal
Tireless Tracker draw
3 weeks ago
I know Purphoros does this job better, but I've been thinking of Impact Tremors and whether or not it's worth considering. It's a bit of redundancy and synergizes with Ancestral Statue and the infinite ETB combo, admittedly not as well as purphoros, but at least half of infinite is still infinite. My only concern is that it might be too slow if you somehow can't go infinite.