Roiling Terrain

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Worldwake Common

Combos Browse all

Roiling Terrain

Sorcery

Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.

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Roiling Terrain Discussion

aholder7 on LD Deck

2 months ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

Madaraximundar on R/W/U Land Destruction - Sadists Need Decks Too!

4 months ago

GoldenDiggle

I appreciate the comment XD Roiling Terrain is already in here, and Volcanic Offering and Keldon Firebombers were removed for better alternatives.

As for the rest: Tremble, Thoughts of Ruin, and Burning Sands are a no because they backlash on me too much and because they sacrifice it. Which means they choose the land. Not good if I'm aiming to knock out their dual lands first. Looking for more destroy, as I can target what I want AND destroy doesn't go through my indestructible cards while sacrifice does.

Detritivore is an interesting hitter who would go well as a situational based on the land composition of my opponent. So that will stay a maybe.

GoldenDiggle on R/W/U Land Destruction - Sadists Need Decks Too!

4 months ago

I am glad to see that Price of Glory is in the deck. Stoneshaker Shaman is it's less know cousin.

Otherwise, I'm no expert in land destruction. But, I would suggest Roiling Terrain and Volcanic Offering.

Detritivore is also a worthwhile creature if you suspend it, cant be hosed by control magic.

Keldon Firebombers would be funny. As long as you can still tap the 3 lands, Numot can still tap them to smash 2 of your opponents 3 lands.

Tremble and Thoughts of Ruin continue the land sac theme.

Burning Sands is the final suggestion I have. Its pretty nasty.

It looks brutal though!!

Herrosix on Poison Rain

4 months ago

What about Icefall, Molten Rain, Roiling Terrain (since your blowing up lands this seems good). These seem like better options than Demolish to me.

aholder7 on Budget Modern Lando (Help Plz)

4 months ago

for land destruction i have a mono red list which is fairly cheap (after 1 or 2 pricey cards are cut).

Land

20x Mountain

2x Ghost Quarter

Land Destruction

4x Molten Rain

4x Poison the Well

4x Roiling Terrain

4x Stone Rain

4x Talisman of Indulgence

2x Thoughts of Ruin

2x Avalanche Riders

4x Crack the Earth

Creatures

2x Deus of Calamity (or Shivan Wumpus if you so desire).

Removal

3x Pyroclasm

3x Anger of the Gods

and to help you keep going when you run out of cards

2x Reforge the Soul

This should probably be close to $35 i think but that's including land being priced at $7 for all the basic land, so take this all with a grain of salt. don't play the dues until after you've eliminated all their mana as it feels bad to have him Path to Exile or the like.

as for other cheap decks to build, i think there are some old UW heroic lists that could sneak in around that budget.

Rogue_Titan on Land Of Fire

5 months ago

The7thBobba I just saw Roiling Terrain earlier today and i'm totally considering it! Thanks for the positive feedback!

The7thBobba on Land Of Fire

5 months ago

This looks brutal! How about Roiling Terrain for adding insult to injury? Have a splendid day!

beninator on Zo-Zu Hates Your Lands

7 months ago

Roiling Terrain? Get a little (or a lot) of damage for nuking lands.

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