Rolling Earthquake

Rolling Earthquake

Sorcery

Rolling Earthquake deals X damage to each creature without horsemanship and each player.

Browse Alters View at Gatherer

Printings View all

Set Rarity
From the Vault: Annihilation (V14) Mythic Rare
Masters Edition III (ME3) Rare
Portal Three Kingdoms (PTK) Rare

Combos Browse all

Legality

Format Legality
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Rolling Earthquake occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Rolling Earthquake Discussion

Kinkyramirez on Red/Blue Artifact Deck

4 weeks ago

My biggest tip for you would be to find your "Win Condition". You have a split right now between random artifacts and cards that care about artifacts/ artifact creatures with no clear singular way to win. You should hone in on what your favorite thing to do when you play this deck, or magic in general, is. Do you like making a bunch of thopters and swinging in for damage? Do you like casting a bunch of artifacts that do useful things? Secondly, you have a few artifacts that don't do anything to help you win Tower of Eons is an example. It takes 12 mana to gain 10 life, and in red and blue you can do a lot more for 12 mana! Tamiyo's Journal takes 5 mana and 3 turns to find a card for you, you have access to way better stuff! Trinket Mage Trophy Mage Gamble there are a ton of options that are more efficient ways to find something specific, and what specific thing should you be looking for? Your win condition! The card that is going to help you win, help set up your win, or keep your opponent from winning. Thirdly, playing blue, you have access to a lot of efficient card draw and counter spells! After taking out what you don't need in your deck, you should add more card draw and more "Answers". "Answers" are cards that help you deal, or "Answer" anything your opponent plays. Counter spells can handle most stuff, put you need to keep mana open on his turn and they don't do anything once he actually has something on the field. I suggest having 10 or more "answers" and this can include things like Blink of an Eye or River's Rebuke or Flood of Tears that bounce things or Rolling Earthquake or Vandalblast that can straight up destroy things. Try to balance things that can remove single target and things that handle the whole board, and some counter spells! When adding card draw, try to get bang for your buck. Opt is a 1 for 1, it doesn't fill your hand or really help you draw more cards than your opponent. Card draw is a big rabbit hole, but both blue and red have decent options, especially when combined. I suggest Jhoira, Weatherlight Captain as an easy include, and possibly a new commander, depending on what you choose for you win condition.

Welcome to magic and good luck! It sounds like you play 1 vs 1 games, so build your deck with that in mind! After they reopen, I suggest you and your bf head to your local game store because commander is way more fun with 4 players in my opinion!

StopShot on Can I just bring everyone's ...

1 month ago

Cards: Crypt Rats + Shadowspear

Normally when you pay any amount of mana into Crypt Rats ability it will deal enough damage to kill itself in the process. With Shadowspear it gains +1 toughness and lifelink. So if you really wanted to every turn you can pay just without it dying. By doing so you can gain life equal to the number of opponents + the number of creatures on the battlefield every single turn - not just on your turns; every turn. If you're playing a four player game you are guaranteed to always gain 4 or more life every turn just by adding your 3 opponents + the Crypt Rats itself. That's a guaranteed 16+ life gain between your last turn and your next turn.

Of course that damage multiplier gets absurd if you decide to boardwipe with it and being you're in black, reanimation should be easy. It's already a strat I'm planning to run in my Alesha, Who Smiles at Death commander deck, but I'm sure this works great in a lot of other commander decks as well.

I'm hoping to get feedback on what other people think of this synergy. I'd argue both cards are already great just by themselves if your deck has good black mana fixing for the Crypt Rats as its a Rolling Earthquake on a stick. If you're in black you should also have all the black tutors you could want and if your commander's color identity extends into white you also get more equipment tutors too. Thoughts?

Suns_Champion on OH LORD JESUS IT'S CORONAVIRUS | WASH YOUR HANDS

1 month ago

R1nzl3r thanks for the suggestions! If I have time to look at your list I will, but most of my suggestions would come from this anyway. I've considered Chandra, Acolyte of Flame. She seems like a decent card but not really worth it for me.

Yarok hey thanks! Yeah I agree with everything Driemer84 and R1nzl3r said about all those cards. I will comment on two:

  • Viashino Heretic is neato but just slow for what this deck wants.
  • Angrath's Marauders looks like it would be good, but think about Neheb. Gameplay with Neheb is split into two timezones: BEFORE his trigger on your turn, and AFTER his trigger on your turn. Nothing else matters. So for each card, you have to determine if it's a BEFORE or AFTER card or if it's flexible. Angrath's Marauders is certainly not a before card because of the mana cost, so it has to be an after card. But what does it do after Neheb has been triggered? Nothing, I have to wait a turn, instead of doing any of these things that I want to be doing AFTER: drawing cards, dealing damage, protecting Neheb, drawing cards. Anyway, I've found this to be a helpful way of evaluating cards for Neheb.

Let's take another example. Sundering Stroke is it good BEFORE? Sorta, but only if I have 7 mountains, otherwise it's only okay. Is it good AFTER? Yeah sorta, it can deal 7 to 3 targets, but 7 damage isn't really enough to finish players off, So I'd rather have something that doesn't cap the damage like Rolling Earthquake. Hopefully all that makes sense. When you play a deck long enough you really think too hard about all this haha!

ShibaWiz on JLK's Obosh | The Command Zone #330

1 month ago

Cool deck. Made one myself based around the same principles yet with God Cow as Commander; [Primer] Mogis' Slaughter House: Murder Made Tasty.

A few cards I'd like to suggest, keeping the theme going:

Cheers

Eloniel on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Hey Seabody

Indeed my deck Here include Arcbond, Blasphemous Act and Rolling Earthquake.

I haven't added Molten Disaster because i wanted to include Torment of Hailfire (I know it will not work with repercussion but it work with Wound Reflection).

Maybe i could use Master of Cruelties without Master Warcraft or Rogue's Passage and surprise other players, but i fear that on end game it will not be feasible within my playgroup, i might try.

What do you think of my decklist: Here ?

Seabody on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Hey Eloniel,

I could see arguments for both Rolling Earthquake or Molten Disaster - but if you're running them I'd include the full Repercussion package- Blasphemous Act, Arcbond, and possibly Fire Covenant.

I run Master of Cruelties fine without either of those - we have lots of removal if it's imperative we punch through and it's often easy enough to find someone without a blocker - he's most effective with haste enablers where we can surprise someone.

I think Master Warcraft is just a much worse Disrupt Decorum to be honest (although much more budget friendly) - and overall I'm not to keen on the card as you don't get to choose who is being attacked, as alexjustdoit already mentioned.

As for Rogue's Passage - it's definitely playable, however we are very tight on utility land slots and there are quite a few I'd choose over this. Sure it seems good on paper to help get an attacker through to get back Monarch, but in practice we have lots of creatures with either evasion or deathtouch so that's not normally an issue. I also don't like spending 5 mana on my own turn unless I'm deploying something generally as we want to play at instant speed as much as possible. Just my take, but I hardly think either of these are necessary to run Master effectively.

Eloniel on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

alexjustdoit & Seabody Thanks for yours answers.

Rolling Earthquake is most of the time better than Molten Disaster but i guess that depend of the number of counterspells runs by players in your meta.

My list is there: https://tappedout.net/mtg-decks/queen-marchesa-my-brew-copy/ I don't use fetch so the mana base is less efficient and i need to have a little more land than you.

Seabody I wonder how you play Master of Cruelties without Rogue's Passage or Master Warcraft ?

One synergy that i didn't included is Humble Defector + Homeward Path.

I should add teferi protection but it's expensive !

Eloniel on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

What about cards that give other player token while giving us some tool for the end game:

Hunted Dragon

Hunted Horror

Hunted Lammasu

And more politics tools:

Virtus's Maneuver

Spectral Searchlight

Victory Chimes

Mathas, Fiend Seeker

Manipulation:

Master Warcraft

I suggested you lot of cards, some that fit aikidos, some control, some politics and some about winning the game.

I thinks some of them at least could be used by this deck or at least why you don't think they would suit this deck :)

Still think this deck should add one or 2 more winning that to rely on opponent creatures or opponent willing to attack you (either spells: Torment of Hailfire , Rolling Earthquake , Molten Disaster , enchantment: Captive Audience or creatures Master of Cruelties , Archfiend of Despair, Virtus the Veiled

Great primer =)

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