|Commander / EDH||Legal|
Printings View all
|Masters Edition IV (ME4)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Enchantment — Aura
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
Phantasmal Terrain Discussion
8 months 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."
1 year 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.
1 year ago
Cool deck. Merfolk are always awesome.
2 years ago
BerylLasko yeah, I thought using Spreading Seas, as well as cantrips to change the type of the lands the opponent, so I disrupt the game even more (like Convincing Mirage or Phantasmal Terrain ). About the problem of playing with B/U decks, I played with some, and it worked pretty fine (obviously, Sea's Claim and/or Evil Presence get kinda useless, but they can be switched with something on the sideboard). For UB decks, it worked even better, as I just made then play with one color or another, so the game slowed a lot and the creatures killed then.About decks with a low mana cost, if they are based on creatures, I wipe then off the board with Vapor Snag or Sigil of Sleep, and it went ok, but I still got some problems with haste decks, cause when I can take then back to their owners hand the damage is already done (when I dont have a Vapor Snag ready). Thanks for the advice, I will take some time thinking and searching more, so I might change it for better :)
2 years ago
TheRedGoat: If you want to consider the conceit that Planeswalkers are supposed to be the distilled essence of an archetype of that particular color or colours, then there are a few potential ways that could go.
First, we have the 'classic' "Wizard in his tower". This would be the 'walker who would focus on deck manipulation - Srcy, Fateseal, Draw and Tutoring. Possibly even extra turns! Second, we have the Artificer. Blue has long been a supporter of artifacts, so having Tezzeret the Seeker represent this isn't a bad thing.
Third, we have the Board State Manipulator. This is the 'control' version of , which would include things like boucing permanents, changing card types (say, Phantasmal Terrain as a -2) and otherwise not stopping the opponent from acting, but simply making it take more effort to act. This version could also invoke giving out extra turns - or even phases, such as with Paradox Haze.
The fourth is the combat mage. This one will make creatures unblockable, throw out -X/-0 effects, or even generate Illusion creatures that pop when you so much as glance at them funny. Or even go old school, and remind people that Leviathan, Polar Kraken and Jokulmorder exist.
And that's just four major archetypes.
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