Tectonic Edge


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Commander 2014 (C14) Uncommon
Worldwake (WWK) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Tectonic Edge


, Add to your mana pool.

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

Price & Acquistion Set Price Alerts




Recent Decks

Tectonic Edge Discussion

HobbyGamer007 on Nobody has the intention of building a Wall

3 days ago

Sure thing. Sorry that took a while:



Mana base(33 is enough at this average cmc):

That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.

t3hdarkness on

2 weeks ago

Most Competitive Modern Decks are able to seal the game on turn 4. Some are even faster than that.

Nykthos, Shrine to Nyx is capable of powering out big cards fast, but it needs turn 1 and 2 plays to feed off of. That strategy is still pretty dangerous though since most decks seem to run Ghost Quarter and/or Tectonic Edge.

If you do want to start with this deck as a basis for building your modern deck, you have access to some of the best sideboard cards Solemnity, Stony Silence, Aven Mindcensor, and Thalia, Guardian of Thraben, Fracturing Gust, and the above mentioned lands that destroy basic lands can be crippling.

Philoctetes on Lord of the Flies: Sek'Kuar Lands Primer

2 weeks ago


That’s great to hear! I can’t wait to get your feedback, I’ve been running this solo for quite some time now, it will be great to have a sounding board.


Thanks for following this deck! In regards to your question, you most certainly can run a more budget land base. Notably, Gaea's Cradle is obviously great but really more of a vanity inclusion. Also, the colored sources can be downgraded at the expense of some speed and consistency. Dark Depths really does add a ton to the deck, but I played for a long time without it. Strip Mine effects are very essential, but Tectonic Edge does a reasonable impression. I think Kessig Wolf Run is a must as well. And other than that, a lot of the interaction out of the lands slot are cheap cards like Ifnir Deadlands.


I have begun the makeover of my primer, I will be fully updating the layout, reorganizing card choice sections, making it more user friendly, and adding a few detailed sections on core cards vs flex slots. I will also add vanity cards that I currently don’t own but would fit in the fully tuned list, ie Mox Diamond, Library of Alexandria, etc etc.

ToolmasterOfBrainerd on ELDRAZI and TAXES

2 weeks ago

Mono-W D&T I'm much more familiar with. You play 23 lands, 4 path, 8 or 9 1-drops, 8-10 2-drops, and everything else is a 3-drop or 4-drop.

For the 1-drops, 4 Aether Vial, 4 Thraben Inspector, and an optional 1 Weathered Wayfarer.

For the 2-drops, 4 Thalia, Guardian of Thraben and 4 Leonin Arbiter, no exceptions. You can play optional copies of Smuggler's Copter, Selfless Spirit, and Phyrexian Revoker, but no more than 2 in combination.

For the 3-drops and 4-drops, there are more options. Generally, 4 Blade Splicer, 4 Flickerwisp, 4 Restoration Angel. And some combination of Thalia, Heretic Cathar, Mirran Crusader, Aven Mindcensor, Eldrazi Displacer.

My favorite list is with 1 Weathered Wayfarer, 2 Smuggler's Copter, and 2 Mirran Crusader in the flex spots.

For the lands, you can go cheap with 15 plains, 4 Ghost Quarter, 2 Tectonic Edge, and 2 (or 3) Shefet Dunes. Or you can get fancy with Flagstones of Trokair, Horizon Canopy, Eiganjo Castle, etc.

Rusty_Shackleford on A Beginner Take On Control

3 weeks ago

The fundamental principle behind a control deck is what is known as "inevitability"--that is, the longer the game goes on the more inevitable it becomes that you will win, either because your opponent exhausts themselves, because you're playing more powerful cards in the late game, or both.

Therefore, your main focus needs to be surviving the early turns with efficient hard removal and counterspells--think 1-3 mana, and preferably at instant speed--followed up by cantrips / card advantage to see more of your deck and get ahead with more answers.

Your secondary focus should be having a viable and efficient win condition to quickly close out the game once you've taken control.

To that end, here's where I'd immediately make cuts: Mass Calcify (too slow), Rite of Replication (ditto), Tragic Arrogance (better options), Magus of the Tabernacle, Rhystic Study (only really good in multiplayer), Ghostly Prison (situational; pillow fort-y; sideboard card at best), and a couple of the Wall of Omens (you don't always want them but at least they replace themselves.) You can also cut a couple of lands by adding non-basics (discussed further below.)

Here are some potential adds (I'm assuming you want to stay budget, so all of these are relatively cheap:


Counterspell, Mana Leak, Disallow, Miscalculation.


Oblivion Ring, Swords to Plowshares, Detention Sphere, Path to Exile.

Card Advantage:

Ponder, Preordain, Glimmer of Genius, Sphinx's Revelation.

Other sweepers:

Wrath of God, Supreme Verdict, Rout.

The lands:

25-26 lands is typical for a control deck, depending on how high your mana curve is. Based on the above 25 is probably fine. You want stuff like Glacial Fortress that produce both colors. Temple of Enlightenment and Tranquil Cove are good budget options. Running these lands that produce multiple types of mana allow you to run a few lands that produce only one or no color but have a spell-like effect attached: i.e. Memorial to Genius or Tectonic Edge. This, in turn, gives you something to do if you draw basically nothing but land (colloquially known as "flooding out.")

Pervavita on Almost Only Lands

1 month ago

FYI you can run all the fetchlands even off color ones... obviously you don't want Arid Mesa. on the $$ side they are a bit on the expensive side but at least nice little upgrades for latter on.

I recommend for lands Academy Ruins to help grab your artifacts back, Bad River, Grasslands, & the two I can't remember there names as budget fetch but still good, Tolaria West as a tutor, Tectonic Edge as another land hate card, and Mirrorpool as a clone or reverberate.

Horn of Greed as another way to get through your deck faster, it should be protected from others like Howling Mine but draw you a lot more cards then your opponents.

Rwhr2d2 on Devotion to Discard

1 month ago

Maybe instead of Geier Reach Sanitarium Ghost Quarter Field of Ruin or Tectonic Edge to make the Tron matchup better? If they can get to tron turn 3 before you make them discard their hand, then a topdecked Karn will likely make you lose.

Load more