Tectonic Edge

Tectonic Edge

Land

, Gain .

, , Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.

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Tectonic Edge Discussion

multimedia on Muldrotha Dredge/Self Mill Budget Commander

3 weeks ago

Hey, you're welcome.

For land destruction with Muldrotha you could add colorless lands that can destroy an opponent's land and then you can play the colorless land again from your graveyard.

Strip Mine is ideal, but much more expensive price.

Subtlety on Mono Black Pox Control

3 weeks ago

ThisIsMyAccount I agree with DragonSliver9001. Plus Tectonic Edge is completely useless against Tron. Tron only needs 3 Lands to operate so Edge is doing nothing here.

ThisIsMyAccount on Mono Black Pox Control

3 weeks ago

I would suggest playing something like Chimeric Mass instead of Mutavault because if you have to sacrifice mutavault because of Smallpox then you might be putting yourself in a position to be unable to win the game.

What happens if your opponent uses Path to Exile or Surgical Extraction on Nether Spirit? You basically just have Liliana, the Last Hope ultimate and The Rack as the only ways to win. I wouldn't say you really want to be betting on your opponent having no way to deal with that.

Chimeric Mass isn't vulnerable to Smallpox or other cards you see fairly often in modern like Ghost Quarter and Molten Rain.

Finally, I would suggest at least considering Tectonic Edge. You're running 4 Urborg, Tomb of Yawgmoth so tectonic edge is basically just going to be another swamp most of the time and it is better than Field of Ruin if the opponent has 4 or more lands. It also has good synergy with Inquisition of Kozilek.

DoomNoodle on Azusa Eldrazi

1 month ago

First off, love this! Secondly Tectonic Edge, youll never, or rather you shouldnt be able to, activate its ability so why not replace it with a Rogue's Passage for better utility!

dominionloser123 on Hapatra EDH

1 month ago

You could consider adding a Desert package (Desert of the Glorified, Desert of the Indomitable, Grasping Dunes, Endless Sands, and possibly a few of the more minor ones) in order to enable Ifnir Deadlands. If you do, I might consider cutting Opal Palace as your colorless landcount is perhaps a bit on the high side.

Nesting Grounds seems fun in this list.

Cut Golgari Guildgate, Foul Orchard, Jungle Hollow, and Vivid Grove. They're taplands with no upside, and there's plenty of better options out there.

Tectonic Edge doesn't really fit the current meta, since nobody's running any of the broken lands that would actually warrant getting destroyed.

Your swamp count is only at...9, if you count the budget fetchlands and Urborg. That's a bit low to make Tainted Wood work.

Generous Patron, Seshiro the Anointed, Yawgmoth, Thran Physician, Skullclamp, Moldervine Reclamation, and Driven / Despair are your only ways to accrue much in the way of card draw. It's over the minimum threshold I'd set to run Reliquary Tower, but I'd keep in mind that the Tower is rarely going to do much for you, so cutting it wouldn't be the worst.

SynergyBuild on POLL - Top 10 budget …

1 month ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

DemMeowsephs on It's Tax Time!

2 months ago

Howdy there! I'm going to give you some suggestions that regard your mana base. Let's start of with lands. They seem quite good and balanced, though there are a few that deserve a spot.

In the end, I would definitely consider all of these lands as they are very helpful and can help your journey go much much MUCH smoother, especially in commander! If this helps, be sure to check out some of my decks, (Double Trouble EDH) among others! Upvote them if you like them and be sure to give me suggestions if you have any, I would appreciate it. Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!

bushido_man96 on Double Trouble EDH ⫸PRIMER⫷

2 months ago

I don't know if you ever run into issues with Maze of Ith and the other lands somewhat like it, but some cards like Wasteland, Strip Mine, Tectonic Edge, or Ghost Quarter might be useful for avoiding those pitfalls.

I like this unique build. +1.

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