Sheer Drop

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sheer Drop

Sorcery

Destroy target tapped creature.

Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Argy on Anyone else love the Planeswalker …

3 years ago

Oh I'm not saying you shouldn't have snapped it up.

You might think about tweaking it if you are planning to play it.

I would replace Sheer Drop, with 2x Declaration in Stone, and Oust, and Primal Command with 2x Exile

NyanNijet on Genju living lands

4 years ago

My recommendation on cards to cut would be some of the awaken cards that have minor effects on game play overall. Mire's Malice , Rising Miasma , Sheer Drop are the ones that have minor impact based on casting cost (for both initial cost and awakened cost).

Peregrination is another one that would be worth a cut, as it is Cultivate / Kodama's Reach with scry 1 for one more colorless tacked on.

One other idea to help with getting down to 100, would be to cut a few lands. The few that stand out for the cut would be Rupture Spire and Transguild Promenade . Both offer mana fixing, but at the delay of a turn. One card I usually make a slot for is Chromatic Lantern for any deck over 3 colors, this gives all your lands the color fixing that may be necessary while also ramping slightly.

Podkomorka on Pauper EDH Deck Compendium

6 years ago

@wraya2 I recall some removal that hits tapped creatures. Betrayal, Excoriate, Select for Inspection, Sheer Drop, Stonybrook Schoolmaster, Theft of Dreams. You can run creatures with Inspired to reap their abilities.

gabrjaws on UW Awaken

7 years ago

This deck looks pretty effective, however, your numbers seem slightly off. For example; Roil Spout should be a full playset, whereas, Sheer Drop shouldn't be at three, perhaps you could look at Declaration in Stone, or Immolating Glare, I understand it creates a land critter, however, it just isn't worth it to pay three mana to do something that could be done easier and for less. Noyan Dar, Roil Shaper should be in a higher count, as he works wonders with the Awaken mechanic. You are going to want to see him on the battlefield almost every game, not once every three games. Ondu Rising is pretty awful, it'd be better to use a Clutch of Currents in its place. This deck looks pretty fun to play, I'm excited the Standard format still has creative people playing in it. Most decks in Standard are Tier 1 Vehicles/Saheeli Jeskai/BG Counters/Esper Control decks. Awaken is a mechanic that I've never really thought about building around, but after seeing this deck and a couple Bant ones laying around, it makes me itch for building around the mechanic.

The_Raven on

7 years ago

You definitely have an interesting deck.

Now, I think you should cut it down, making it a standard legal deck. Besides that, you also have 69 cards. I would almost always suggest going down to 60 cards. Now, lets cut some cards!

Ugin, the Spirit Dragon (not standard), Panharmonicon (not strong enough), Contingency Plan (not good), Sheer Drop (also not good), Chief of the Foundry (not enough artifacts), Platinum Angel (not standard). Now, try this, and lets see what we can do from here. This should put you down or under the 60 cards, which is good :)

Once this is done, more improvements can be made!

MorganLeafman on Tap tap concede

7 years ago

Okay okay so I'm rebuilding the deck using quite a few suggestions thank you for being so helpful! At this point I've separated my deck into 5 distinct groups. It looks like this:Tapping down creatures:1x Topplegeist2x Rush of Ice1x Fogwalker4x Containment Membrane4x Chilling Grasp4x Niblis of Frost2x Guardian of Tazeem3x Skyline Cascade

Counterspells2x Void Shatter3x Scatter to the Winds1x Horribly Awry

Removal3x Immolating Glare3x Sheer Drop4x Reflector Mage

Card Draw2x Anticipate

Win conditions2x Thing in the Ice  Flip1x Sphinx of the Final Word

Then I have a Displace in there for good measure but that is likely to go.As far as Lands I have7x Plains8x Islands4x Port Town3x Skyline Cascade

So here's why some of these cards stayed in and others did not.

Topplegeist stayed in as my only one drop creature, as well as being a flyer with an ability allowing me to tap a creature. This is advantageous to me if I'm on the draw. Rush of Ice Stayed in as a very useful one drop instant which perfectly fir this deck. Fogwalker Is in as a nice 2 drop blocker with an ability which works well with this deck, basically being a Rush of Ice for 1 more mana as a 1/3 Containment Membrane is perfect for getting rid of big creatures, and is cheaper than a card like Sleep Paralysis plus the surge cost makes it very playable if combined with LITERALLY A THIRD OF MY DECK Chilling Grasp is Expose Evil but better, lasts for longer and is great for buying some time for me Niblis of Frost would be great as a 3/3 flyer for 4 with prowess but its ability to tap things makes it even more wonderful Guardian of Tazeem Is in as a win condition, a flying blocker, and its landfall ability is fab in this deck, possibly setting up things for Containment Membrane or Sheer Drop Skyline Cascade IT'S LAND THAT TAPS THINGS WHAT MORE COULD I WANT? IT IS Rush of Ice FOR 0 MANA Void Shatter is a 3 mana counter anything, brilliant. Scatter to the Winds is a 3 mana counter anything with awaken if I so desire Horribly Awry is a 2 mana Spell Queller killer. Immolating Glare is inexpensive removal Sheer Drop Is perfectly suited for this deck, and has the ability to awaken things if I want, why wouldn't I play it? Reflector Mage is a 3 mana 2/3 which does the equivalent of "Tap target creature, it doesn't untap during their controller's untap step" which makes them pay mana. Anticipate Is a draw card for if my hand dries up. Thing in the Ice  Flip is still here due to being a 0/4 blocker for 2, and for only requiring 4 spells to be played to become a 7/8 board wipe. due to the fact I have more instants than creatures, not even counting sorceries, I believe it is a wise card to play. Sphinx of the Final Word Is here because it is hard to get rid of , especially in a situation where I have countered or tapped down any major threats, and is thus a win condition. Displace is here on the off chance I play an opponent with a similar strategy and don't have a counterspell in hand at the time.

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