|Commander / EDH||Legal|
Printings View all
|From the Vault: Annihilation (V14)||Mythic Rare|
|Masters Edition III (ME3)||Rare|
|Portal Three Kingdoms (PTK)||Rare|
Combos Browse all
Rolling Earthquake deals X damage to each creature without horsemanship and each player.
Price & Acquistion Set Price Alerts
Rolling Earthquake Discussion
3 weeks ago
This is quite a spectacle! I think we both agree that Neheb can combo off in fun and often ridiculous ways. I really like your card draw which is really hard to achieve in mono-red haha. If you want my two cents, I prefer Chandra's Ignition over Rolling Earthquake due to monetary cost and also card value. Also, I might recommend you replace Runehorn Hellkite with Sin Prodder.
I have a more budget-oriented build (Neheb, the Eternal Manamaker) that you can check out if you'd like.
1 month ago
Ha ha! Rolling Earthquake can't wipe my tribal horsemanship deck! Horsemanship for the win!
1 month ago
Here are some suggestions from my experience with getting beat in the face with this style of deck in my play group. Hopefully something here will help:
- Karn Liberated - Because Karn.
- Ugin, the Spirit Dragon - Easy wipe for multi colors.
- Chandra, Torch of Defiance - Super Utility.
- Hellkite Tyrant - Goes well with Mycosynth Lattice.
- Unwinding Clock + Mana Rocks = lots of mana all the time.
- Caged Sun - Always a nice addition to mono colored decks.
- Blinkmoth Nexus - Mana for days. Though this can help others as well.
- Darksteel Citadel and Great Furnace for some artifact lands.
- Platinum Emperion + Darksteel Forge + a spell like Earthquake, Rolling Earthquake, or Fault Line, everything dies except you.
1 month ago
Oh another note worth bringing up is the inclusion of the secondary Blood Artist combo with Phyrexian Altar and Oathsworn Vampire, which most likely reduces the need for an additional combo with Teysa, Orzhov Scion as there are less dead cards. This can be seen with Oathsworn Vampire's interaction with cards such as Skullclamp and Diabolic Intent, as well as Phyrexian Altar doubling as another win condition after drawing your deck from Ad Nauseam and Angel's Grace by using creatures as rituals for Rolling Earthquake.
1 month ago
This is a sweet list, +1 from me! I play almost exclusively cEDH on trice via the cEDH discord, you should join us over there if you're not already. How has Sorcerous Spyglass and As Foretold been for you?
So my initial thoughts on my small critiques of the deck:
Molten Psyche seems like an odd choice. Am I missing part of the combo with it? I don't think any cEDH deck wants to win by making your opponent's draw cards.
I think Frozen AEther is a pretty bad stax piece at 4 mana. But I know your a bit short on options in UR. I've heard of Smoke being some nice tech against creature heavy decks (i.e. selvala brostorm, blood pod, etc)
Dissipate is pretty bad, I don't think you ever want to be playing 3 cmc counters. I'm not sure you need the extra counterspell when you are already running 14. Remand and Delay are a bit suspect as well in my experience, although have niche functions.
Mana Maze. I love this card to death, don't get me wrong. However, I've played too many games where it's backfired on me. Once fast combo blue players figure out how to use it to their advantage, it becomes a double-edged sword. Casting ad nauseum, holding priority, and then casting a Brainstorm means they have an uncounterable naus. This card is too chaoticky for my liking in stax.
Mana Web. This card is alright, but i've never been very impressed with it for 3 mana. It's not the worst choice but certainly not the best. I think it's replaceable.
Thought Vessel. I really think this deck is hungry for colored rocks - even if that means ETB tapped. Isochron+reversal needs both blue and red mana to win you the game, which can be a little tricky.
Adds to consider:
Ponder and Preordain - these cards are surprisingly powerful. Being able to keep sketchy hands is a huge plus and these cards are never dead, outside of a rule of law effect. I've added them in my lists and haven't looked back. There's a reason why they are legacy staples, even more so in a 100 card singleton format where you need to dig for tutors, answers, or combo pieces.
Fellwar Stone: this should be an auto include in any cEDH using rocks. One of the best imo, always solid. Easily replaces thought vessel in my book.
Paradox Engine: You have some easy combo pieces you can shell into this list and this is one of them. Goes off with Isochron Scepter and a variety of random cards like Winds of Rebuke (if you swap it with into the roil), Capsize, etc to go infinite. There's the ol' infinite swans stuff as well if you have Copy Artifact. This is a fat card but certainly extremely powerful.
Transmute Artifact: a 2 mana tutor to find part of your combo is extremely good. I don't think you can leave home without this one, especially since you are so artifact heavy. Even Fabricate wouldn't be a terrible choice. Izzet is really hurting on tutors, even more so when you have a 2 card wincon.
Kindred Discovery: I think this is one of the spicier tech options with your commander. Goes infinite and wins you the game. It's fat and clunky, but a 1 card wincon with your general. I'd think it would be a solid back up plan to drama stick.
Hope this helps and the list overall looks very solid. I really like the deck and can tell you put a lot of work and thought into it. It's refreshing to see something new float around :). Nice work!
1 month ago
1 month ago
Thanks for your comments! Sorry this is such a late reply life has been busy recently so I haven't been able to dedicate time to my hobbies, but I'll address both your questions:
Nic44 Thank you for the support! Open the Armory has been a great addition, it was on my testing list for a while and is a vast improvement on Steelshaper's Gift. That is because of the reasons you listed, since that gives me more lines and allows the deck to run more fluently :) ! I'll keep Necromancy in for now as it is a dynamic win condition but I'll elaborate in this next part.
YourOwnFreeWill Thanks for the additional feedback I apreciate it a lot, and I apologise again for how long i've put off my reply. Yawgmoth's Will is a value card first and foremost. It allows us to recover from failed combo attempts later in the game and can pull together lines when we are trying to win the game. An example of this is it allows us to reuse our Dark Ritual effects and abuse Lion's Eye Diamond as well, we can drain this excess mana into Rolling Earthquake to kill everyone but by using Angel's Grace survive the damage and/or this can be coupled with Blood Artist effects and creatures to drain for additional damage. Another use for Yawgmoth's Will is it allows us to transfer our floating mana from rituals into 'static mana' (mana invested in permanents such as Sol Ring) to hold up the Leonin Relic-Warder combo for the next player upkeep with a combination of Entomb or Insolent Neonate, Necromancy and a Blood Artist effect. The Leonin Relic-Warder line can be supported by the use of doomsday to put cards back into our library or return them to our hands using a combination of Doomsday and Skullclamp or razaketh, the foulblooded , some cards worth returning are discard and interaction for the next upkeep. A side note, when attempting this line be sure to remove Faerie Macabre from opponent's hands as there is no way of recovering at instant speed to it's activation.
Thanks for spending your time commenting people, I'll attempt to be somewhat punctual when addressing comments and updates but it is getting harder for me to do so, but I will keep trying :D. Hope you all have a good easter!
2 months ago
For added cuts, drop Oath of Gideon (it's not terrible but only one additional counter isn't that big of a deal), and Kiora, the Crashing Wave. She's... all right, but not incredible.
For Firesong and Sunspeaker, I like the idea of running about 35 lands, 12 or so mana rocks (Fire Diamond and the like), and then cards like Earthquake, Rolling Earthquake, Brightflame, Deflecting Palm, etc.. Treasonous Ogre will be a good addition too. Stuff like Test of Endurance and the like would be awesome with a Commander that can gain silly amounts of life from a single Blasphemous Act or Star of Extinction.
I wouldn't bother with a lot of straight up "Gain life" spells. Survival Cache may work, since it can pretty easily function as a draw engine + Bolt something each turn.
Though, that's a deck steeped pretty heavy in creature hate so if your group is super competitive and not running creatures... then I have no idea.