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.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Battle for Zendikar (BFZ)||Common|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Sheer Drop Discussion
8 months 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).
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.
1 year ago
Angelic Edict, Battle Screech, Cenn's Enlistment, Excommunicate, Iona's Judgment, Sheer Drop, Excoriate, Take Vengeance, Angelic Renewal, Floating Shield, Seal of Cleansing just to name some cards id want to see here
2 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.
3 years ago
Here's most of the the non-burn ways to get rid of Mirrorwing Dragon by turn 3 or 4:
Destroy: Bone Splinters, Collective Effort, Daring Demolition, Immolating Glare, Murder, Murderous Compulsion, Plummet, Ride Down, Ruinous Path, Sheer Drop, Silverstrike, Sinister Concoction, Skywhaler's Shot, Smite the Monstrous, Unlicensed Disintegration
Exile: Aligned Hedron Network, Angelic Purge, Caught in the Brights (possibly), Choking Restraints (eventually), Declaration in Stone, Fairgrounds Warden, Faith Unbroken, Isolation Zone, Nahiri, the Harbinger, Oblivion Strike, Stasis Snare, Thopter Arrest
3 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.
3 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!
3 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
Card Draw2x Anticipate
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.
3 years ago
Yeah, I would recommend running 4 Chilling Grasps because they are super powerful. I would take out all the Expose Evils because it is just not as good, your Blessed Alliance because it doesn't tap things and the lifegain isn't that great, and one Anticipate. Sphinx of the Final Word, while completely amazing, is seven mana which could screw you over in the early game and Thing in the Ice Flip doesn't tap stuff and can't block fliers so I would take both of them out to make room for four Niblis of Frosts.
Here is an example decklist:
3x Port Town
4x Rush of Ice
3x Sheer Drop
Here is my reasoning for each new card (feel free to take as many or few suggestions as you want):
Chilling Grasp can lock down opponent's creatures until they don't matter anymore.
Containment Membrane keeps things tapped.
Crush of Tentacles just seems like a fun card.