|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.
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Rolling Earthquake Discussion
1 month ago
Some more potentially useful information now that I have a few hundred games completed with this deck across varying metas.
I feel that Toxic Deluge is more or less a mandatory addition. Stax is on the rise in the cEDH meta (or at least everywhere that I play this deck it keeps showing up) and the inclusion of this single card more than tripled my success against creature based stax decks. This card has saved me so many times from Yisan, Tana/Tymna, Brago, and various other decks that I have even contemplated the addition of Rolling Earthquake as a second copy (despite not being cast-able through a Gaddock Teeg).
I also added back in Natural State for the same reason as Toxic Deluge. Given how often I see Sphere of Resistances, Trinispheres, Null Rods, Back to Basics, Blood Moons, etc. in my meta, this was not difficult to justify.
I have said it before, but I will mention it again. I hate Winds of Change. When evaluating cards for inclusion in a deck, especially if I am not convinced of their value, I note times that they were bad/average/good in game. I had 45 times that it was bad compared to 6 that it was good and 15 that it was average. Although it is an easy win with Notion Thief and as you described, a spice inclusion, I cannot justify the inclusion myself. I am well aware that it is intended to be cast either with a Notion Thief in play or post Ad Nauseam to guarantee the win, but I had many times that my Notion Thief would be killed while it was on the stack and it would do little to nothing considering I would usually be low on cards in hand by the time I attempted the win. There are also just times where my hand was dead and I needed to use it to hopefully draw into a better one which seemed to without fail give an opponent a winning hand before it got back to my turn. This could be said of any Wheel of Fortune effect, but at least the other wheels in the deck are usually card advantage on their own, whereas Winds of Change is always card disadvantage without a Notion Thief in play. Also, it is incredibly rare that an Ad Nauseam resolving is not enough to win the game and feels almost entirely unnecessary to be casting this after Ad Nauseam.
Having run both Tormod's Crypt and Nihil Spellbomb for a significant amount of time in this deck, there is absolutely no question in my mind that Nihil Spellbomb is far superior for the deck. The ability to cycle it if it is not relevant or to use it to draw the card that was tutored for with an Imperial Seal effect greatly surpasses the incremental value gained from it costing one less mana.
Oh, and a funny story, I actually found a backup backup win con for this deck. I somehow survived a Sadistic Sacrament stealing all of my win-cons by already having Paradox Engine, Isochron Scepter and Timetwister in hand when they cast it. (Swan Song and Nihil Spellbomb were exiled by a Rest in Peace earlier that game).
Despite knowing that I had no win cons left, I proceeded to make infinite mana with Paradox Engine/Isochron Scepter/Pyroblast/. I drew my library with Thrasios and with nothing better to do, overloaded Cyclonic Rift, followed with Notion Thief and Timetwister to Mind Twist my opponents hands away. From here I cast Chain of Vapor to return my Isochron Scepter to hand and recast it imprinting a Mana Drain. I cast Vial Smasher and all of the mana dorks in my library and in the most janky possible manner slowly killed all of my opponents with small creature beats while Mana Draining anything they cast.
3 months ago
Dake, thanks for the thoughtful replies. I appreciate the insight.
I think before you go toward ricochet trap or forked bolt, consider if you want to run Pyroclasm or possibly Rolling Earthquake. If your meta is a ton of elves and sisays, pyroclasm is super awesome. I've also been sort of fantasizing about running Engineered Explosives because it seems like using it on 1 would be pretty awesome, and you can recur it with salvagers like they do in Vintage. But, it can be slow and may get shut off by null rod effects. I mean, think about if your 3 opponents play turn 1 elf, turn 1 elf, turn 1 sol ring, and then you play turn 1 EE on 1! :) On the otherhand, the way Sunburst interacts with Tax effects (Trinisphere, Thalia, etc) is pretty excellent so it might be good at blowing up hatebears AND spheres on 2, also.
4 months ago
Hey, this looks like a great deck! I really like Neheb, the Eternal as a commander. +1!
The combo-potential between Neheb, the Eternal and cards like Fury of the Horde is just over 9000!!! The mana you generate with him stacks up with every extra combat step. So why don't you also play Relentless Assault and Seize the Day? World at War does only work in the first postcombat mainphase but would still be nice. Savage Beating can only be cast in the combat phase, so you cannot use the mana from Neheb, the Eternal to cast it. Maybe it should leave therefore.
Another idea would be to include cards that give your commander flying, so that he won't get killed by cards like Molten Disaster anymore. You could include Fleetfeather Sandals or Akroma's Memorial. This way you could also play Earthquake in your deck. If you manage to give him horsemanship, you could also include Rolling Earthquake ;).
4 months ago
Also, you could upgrade your x-burn spells with Comet Storm and Fall of the Titans and trade Inferno/Fire Tempest for something likeRolling Earthquake/Earthquake/Fault Line/Molten Disaster ect. (does that same thing but better/more flexible)
If you are looking for stuff to take out I would start with Sun Droplet (seems real slow and super bad at what it does) Bosium Strip (would rather just draw cards instead of taxing myself 3 mana, this deck probably won't be casting more than 1 spell of the strip per turn at best) Lightning Bolt/Lightning Strike/Volt Charge (not a lot of impact in EDH, 3 damage just isn't that much) Searing Flesh (for similar reasons just put in another x-burn spell) Spellbook (you don't seem to be drawing that many cards) Mind's Desire (storm count would be really low most of the time since copying doesn't count towards storm count)
4 months ago
illumfolly: Thanks for commenting!
Mana Echoes - I had this card in a long time ago, but the deck isn't built to take advantage of it. The curve is really, really low, and the only X cost card I have is a sideboard of Rolling Earthquake. When I played Echoes before I would quite often make 200+ colorless mana the turn after it went down, but any turn after T3 I only have one or two cards in hand, and neither of them can take advantage of all that colorless mana.
Wildfire/Burning Sands/Keldon Arsonist - The problem with a deck like mine and effects that have a land sac effect means I can't do anything in response to it. Keldon Arsonist for example, if I spent the 1 colorless, and then sacc'd two lands to active his ability, I can't then sac them to Ib before they go to the graveyard because it's part of a cost and doesn't use the stack. With a cycled Decree of Annihilation or a Boom/Bust I can respond to the destroy trigger with an Ib sac, and still get Goblin tokens out of a symmetrical spell. To go with the land destruction suggestions though, I used to run Shivan Harvest and a Ruination, and realized that the land destruction got me a ton of hate that I often couldn't survive through, while Price of Glory/Price of Progress/Blood Moon/Magus of the Moon/Acidic Soil had a better ultimate effect, and I had a lot more control over the table hate too. I'm always on the lookout for more "land dysfunction" or control type of effects though! I sideboarded Mana Web just because I want another 1 or 2 stax effects that deal with land specifically.
4 months ago
Some random questions and confirmations I need for my new EDH deck.
2) Commune with Lava: it says "until your next turn" not "until end of turn", so I can play it on my turn, play instants on my opponents' turns proceeding that, and then finish up on my next turn? Just confirming this one.
3) If I play Rolling Earthquake for say, X=80, and my opponent has an Exquisite Archangel out, would the angel save my opponent even though the angel would die too? I think it would but not 100% sure.
4) Reiterate: If I have tons of mana, can I repeatedly cast and buyback Reiterate and target the same spell on the same stack?
Thanks in advance!
4 months ago
Hey buddy, here are some tips I would suggest in order to make your deck more competitive. Unfortunately voltron is not the strongest right now, but that doesn't mean you can't give your sexy lady Kalemne, Disciple of Iroas everything that she deserves.
Lands:Things like Boros Garrison that come into play tapped need to go, unless they are part of a winning combo, and even then that is sketchy. Add Sacred Foundry to your mana pool for essentially another Plateau. Also, add more fetchlands to fix your mana. Fetchlands also have a benefit of thinning out your deck so you have a better chance of getting to what you want. Ancient Tomb is also a great land for you. So is Inventors' Fair!
Artifacts:You are missing the essential artifact ramp package of Chrome Mox, maybe Lotus Petal, Mana Vault, Mana Crypt, Mox Diamond, and for your deck even Mox Opal due to your amount of artifacts. You could even add the 2 artifact lands to help with metalcraft. Lotus Petal is a person call, but I could see you going without. If you need more ramp then maybe ones like Mind Stone or Prismatic Lens. Howling Mine gives a benefit to all of your opponents as well, so I would suggest cutting that. Any mana ramp that comes into play tapped should probably be cut. In addition, since your deck is slower than many other decks and require combat steps, I would recommend adding artifact stax pieces to slow people down. Ideally you want pieces that hurt your opponents more than they hurt you. Things like Winter Orb after you play your commander. That way your opponents have less resources to deal with your stuff. I would recommend checking out competitive decks to see what stax pieces they use and seeing which ones would work best for you.
Creatures:You have a lot of expensive creatures that don't completely go with your wincon with your commander. I would also straight up remove Skyknight Legionnaire. I would definitely add Stoneforge Mystic to have another tutor and a way to flash in artifacts. I would also recommend using stax creatures to hurt your opponents. Maybe something like Ethersworn Canonist since you play lots of artifacts. I believe there are other white creatures that tutor up artifacts, you should check them out. If you want to add creatures that can you can equip things to besides your commander, maybe look at things like Kemba, Kha Regent or Monastery Mentor. You can also rock the awesome Recruiter of the Guard. Also, have you met your future friend Magus of the Moon?
Enchantments:You have lots of stax pieces here which I think is good. I would recommend adding more with things like Stony Silence. I'm not sure how well Ghostly Prison works with your deck, so if you need to cut things it should also be one of the things to go. And probably most importantly, hello Blood Moon!
Instants/Sorceries:Faithless Looting should be an instant add. I would also say Pyroblast and Red Elemental Blast should be for sure additions. They can counter counterspells and destroy blue permanents. If you want wheel effects then good old Wheel of Fortune should be added. Red has access to some okay draw effects through cards like Tormenting Voice that can help you go through your deck. Sensei's Divining Top might not be a bad card for you either. You also have a tons of board wipes. Yes, having one or two can be nice, but not that many. Rolling Earthquake is really solid, and if you want Wrath of God isn't bad either, but after that more spot removal is probably best.
Overall Recommendations:I would recommend dropping your overall cmc with cheaper costed cards that help you win with your primary wincon, Kalemne, Disciple of Iroas, more efficiently. Stax pieces could help you out a lot with slowing others down too. Adding something like Isochron Scepter + Final Fortune + Sundial of the Infinite is a relatively cheap way for you to get infinite turns and to pull out a win. I would also recommend more draw spells, they can help you go through your deck to the good stuff more efficiently. Once you drop the cmc of the deck you should cut lands, I wouldn't go over 32 with the ramp you will have.
5 months ago
I've always been curious about Throne, and have never seen someone play it in person. I need just a little more player damage in the deck, and hitting all opponents is definitely nice, and the damage being dealt at the end of my turn really lowers the number of answers people can have to it. I am replacing Ashnod's mostly because I found myself not casting it a lot, where I will cast Phyrexian Altar every single time I get it. I guess the deck is just becoming more consistent, and I'm not needing to ramp into anything big anymore.
I just recently learned that Rolling Earthquake was actually reprinted in From The Vault: Annihilation and isn't only a $65 card from Master Editions III or P3K. It is going to replace Goblin Assassin for the time being. Assassin might be my favorite goblin in the whole deck, but the amount of hate he draws is just too much. He is insanely powerful, but people will target me for the rest of the game for making them roll and then sac one of their good creatures, where if I did the same thing as a sorcery or did player damage instead the response would be a lot more muted. If I can find a different underperforming card I might put Goblin Assassin back, but maybe only for FNM and not my regularly playgroup.
As always, if you have any suggestion, no matter how weird, speak up! This whole deck was built on stuff that wasn't supposed to work.