Phantasmal Terrain

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Phantasmal Terrain

Enchantment — Aura

Enchant land

As Phantasmal Terrain enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.

tiffanyann on Unique Commanders

3 years ago

Oh God here we go.

Aethertide Whale

Brineborn Cutthroat

Brine Hag  WTF IS THIS

Arcane Adaptation

Daring Saboteur

Deadeye Plunderers

Denizen of the Deep

Diabolic Edict

Dire Fleet Ravager YES.

Dusk Legion Dreadnought

Elaborate Firecannon MUST INCLUDE

Fatal Push

Fathom Fleet ANYTHING

Fell Flagship

Fleet Swallower

Forerunner of the Coalition COP DFR

Ghost of Ramirez DePietro

Ghost Ship

Grasping Scoundrel

Gust of Wind

Gyruda, Doom of Depths SHOULD WE DO ALL EVEN HAHA NO

High Tide

Hostage Taker

Icebreaker Kraken

Inga Rune-Eyes

Interdict

Jace, Cunning Castaway

Killer Whale

Kraken of the Straits

Lingering Mirage

Lookout's Dispersal

Merchant Raiders

Merchant Scroll

Merchant Ship

Merfolk Assassin

Merfolk of the Pearl Trident

Nadir Kraken

Nameless One

Nezahal, Primal Tide

Phantasmal Dreadmaw

Phantasmal Terrain

Phantom Warrior

Piracy

Pirate Ship

Queen's Bay Soldier

Raiders' Karve

Raiders' Wake

Reef Pirates

Rescue from the Underworld

Return Upon the Tide

Rise from the Tides

Rishadan Dockhand

River Serpent

Run Aground

Run Ashore

Ruthless Knave

Saprazzan Cove

Saprazzan Outrigger

Scourge of Fleets

Sea God's Revenge

Sea Serpent

Serpent of the Endless Sea

Shadowed Caravel

Shipbreaker Kraken

Siren Stormtamer

Skulduggery

Skymarch Bloodletter

Sleek Schooner

Slipstream Eel

Sorcerous Spyglass

Spectral Sailor

Spined Megalodon

Steam Frigate

Stormsurge Kraken

Stormtide Leviathan

Thassa's Ire

Thing from the Deep

Thing in the Ice  Flip

Tidal Wave

Unknown Shores

Vampire Revenant

Vanquish the Weak

Vexing Scuttler

Waker of Waves

Walk the Plank

War-Wing Siren

Watery Grave

Wavecrash Triton

Wu Longbowman

Pursued Whale

kurban1213 on From the Depths of the Sea

3 years ago

I like this deck! I have a version of Arixmethes as well. One of the ways I think you can add some evasion (as it's one of your pointed out weaknesses of the deck) is Archetype of Imagination to give all your creatures flying and take it away from your opponents. Then (hear me out!) I have what seems to be an "anti-synergy" card in my version, Stormtide Leviathan , but this along with either the previously mentioned Archetype or along with Sandals of Abdallah and Phantasmal Terrain (among others if opponent doesn't have an island in play) can give some pretty awesome evasion (also for the other islandwalk creatures in the deck). One other addition I would suggest is Thespian's Stage to not only be able to copy Arixmethes, but, something I will be adding to my deck, if you play Dark Depths and Thespian's Stage is out with it, you can copy Dark Depths, sac the one with counters on it, and the new one you can sac and put the 20/20 black avatar out.

Overall I like this version!!!!

RPGrinder on

5 years ago

Nemesis Thanks, this helps out a lot. I guess my win condition is going to be mix of out value and Biovisionary combo (going to put the Rite of Replication there).

I put the Phantasmal Terrain there for Seasinger in case opponent(s) don't have Islands. Should I replace Seasinger and Phantasmal Terrain with something else?

Do you mean I should replace one of Abrade Naturalize or Shatter with one of your suggestions or should I replace all? I'm not a native English speaker and your wording is little confusing to me.

When you say too much protection, do you mean the amount of protective artifacts, or something else? If you mean the artifacts, which ones should I keep?

I put those three for extra protection against non creature spells and they fit the theme of copying things. Should I replace them?

Nemesis on

5 years ago

So when I build an edh deck, one of the first things I try to figure out is how I'm going to wrap up the game. General Value can work as a strategy, where you're just trying to outvalue everyone around you, but it's really hard when you don't focus on something specific. For Riku, there are a few paths you can take:

Out - Value everyone: This is kind of the path I was talking about, with tons of valuable ETB and LTB triggers, or big things that you can play early since you're so far ahead from the earlier value plays.

Combo: This is the Rite of Replication Inferno Titan path, along with many many more reasonable and cheaper combos

Alt Wincon: Biovisionary is a good example of this - some decks pick a specific wincon that they want, it can be just one card, and build the deck trying to win around that card. (btw, Rite of Replication is amazing with biovisionary too :P) Often, these decks fall into Combo.

Now, don't get me wrong, your deck is perfectly fine as is. You have tons of value with Riku, protection for him, and a way to win through biovisionary. Could you make it more efficient? definitely. Here are some cards that I'd cut, almost no matter what direction you take the deck:

Phantasmal Terrain : I don't see what this does in your deck

Staff of Nin : Generally too slow and isn't really compatible with your cmdr

Some form of protection: While protection for your guys is great, you may have one too many

One of Abrade , Naturalize , or Shatter with - Vandalblast , Reclamation Sage , or Hull Breach

Deflection , Narset's Reversal , Wild Ricochet : what is your reasoning behind these?

Snickles@EDH_only on Pattern Recognition #91 - Mana …

5 years ago

I will say, land destruction is my least favorite mechanic. I understand why it exists, and in some cases it is necissary. that said, blink-riders in standard was one of the few times that I ended up taking over a year long break from magic.


oddly, land hate wans't always (or even primarily) red. black and blue had some solid hozing abilities right at the start.

Erosion and Psychic Venom were punishing as hell for early game, and while it may not destroy the land, Phantasmal Terrain does mess with mana bases pretty well. Evil Presence and Blight helped round out Sinkhole for black. red had Stone Rain, Boil, Flashfires, and Fissure. blue had Volcanic Eruption and Acid Rain, (to counter act green's Tsunami, or Desert Twister). White had color hate for days with Drought and Conversion to name a few

oddly enough, the color pie was really into opposing color hate and ally color help at the start.

I don't think it was really until urza's block that red came to the forefront. and what a forefront it was. Wake of Destruction. as in, "see that mono colored deck over there? END THEM."

soccerboy98 on Kumena claims Merfolk Throne

6 years ago

Seasinger,Lingering Mirage,Phantasmal Terrain,Streambed Aquitects,Aquitect's Will,Tidal Warrior,Tidal Courier,Coastal Piracy,Shapers of Nature, deeproot elite <(new card from rivals doesn't show up) all seem like good cards for merfolk tribal. A bunch of those cards enable island walk which a lot of the lords provide, seasinger synergizes well with that. Anything else just seems like strong cards that would work well in a g/u merfolk tribal. If you like any suggestions I can take a look as to what I'd sub out if you're curious.

Lionsheart on Merfolk Tribal Pauper

7 years ago

Cool deck. Merfolk are always awesome.

Lord of Atlantis and Phantasmal Terrain might be good additions.

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