|Commander / EDH||Legal|
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|Conspiracy: Take the Crown (CN2)||Mythic Rare|
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Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, put an 8/8 red Lizard creature token onto the battlefield.
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Subterranean Tremors Discussion
1 month ago
I’ve kind of had the same issue. My Subterranean Tremors tokens show up as the 2/2 lizard tokens from alara block, and I’ve also found a couple of minor token differences like the one you mentioned. Does anyone know a reason for the tokens being inaccurate on this site?
1 month ago
Thank you for very much for sharing! I have a couple of questions:
Kuro, Pitlord: I imagine he is mostly a one-shot effect, has he been performing well for you?
Collective Brutality: Does the discard option raise this over other removal options like Swords to Plowshares? I don't see single-target discard like Thoughtseize, Duress, etc. often in multiplayer EDH.
Eidolon of Rhetoric, Ethersworn Canonist: What is your opinion of these two compared to Rule of Law? Do the creature bodies and lower cost (respectively) outweigh the immunity to creature removal and restriction on artifact?
Final Parting: This card seems awfully expensive to me in a cEDH environment, even for tutoring your full combo. Has it been working well for you?
Worldgorger Dragon: As one of the most high-risk high-reward combos out there, how often does this backfire on you and how do you know when to "go for it"?
Thanks again for writing this! Several of the cards (esp. the fast mana) are out of my price range, but it's great to see someone doing well in cEDH with my favorite commander :D
carpecanum on Burn
2 months ago
Stolen Strategy counts as card draw, otherwise red usually gives cards to everybody or makes you discard. There are some card draw artifacts you could use (tons actually, i'd search "draw a card" / artifact on this site and the gatherer).
2 months ago
Félix-Antoine, thanks for the suggestions. I don’t know if you’ve read my profile or seen any of my other decks, but I build budget, and my cap is about $80. I think that splashing another in general would put the deck above that limit, so I’ve thought about splashing in the past, but refrained from doing it. I would say that yes, red dragons on their own would be weak, because on their own they have almost nothing early game. That being said, I have ways to speed up dragons so I can have time to play them. There’s a lot of ramp here, with playsets of both Sol Ring and Dragonlord's Servant, so the speed isn’t really an issue. Second, I don’t know if you’ve ever played multiplayer, but do you know how hard it is to control 4 different people at once? That’s the reason why I don’t, and never have played control. Based on that, Inwould say that, at least for multiplayer, Subterranean Tremors is a much better spell, as it hits everyone’s early game creatures, rather than just one person. So, I don’t mean to sound rude or anything, but it is probably better than the spells you have suggested, just for multiplayer at least. In 1 v 1 matches, I might take your advice, but in multiplayer, that might just hinder me. Also, if I really need that creature removal from Royal Assassin, I have Spit Flame to cover that base. So many thanks for the suggestions, but I think I’m going to have to pass on those specific ones. However, I will certainly think about adding a little bit more controlling elements into the deck. Good luck with your own deck, and Happy Deckbuilding!
3 months ago
Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:
1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.
2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.
3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?
3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.
General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.
I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?
4 months ago
4 months ago
pedros234, I use the following artifact/enchantment removal cards in my Omnath, Locus of Armageddon v2.6 deck: Bane of Progress, Rite of Ruin, Subterranean Tremors, Shatterstorm, Wave of Vitriol, and Hellkite Tyrant. On a side note, Hellkite Tyrant + Tireless Tracker = easy victory. Hope this can give you ideas to overcome your meta.