|Commander / EDH||Legal|
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|Zendikar Expeditions||Mythic Rare|
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, Add to your mana pool.
, , Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.
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|Have (13)||tragic_slip , rockleemyhero , rakdos24 , buildingadeck , mcstang1986 , acbooster , fireborne1986 , TheRealPeaches , Grantley91 , , thekingpinBR , Hootiequack , bigc137|
Tectonic Edge Discussion
1 hour ago
Alright, fair enough.
- Minimum of 9 ramp spells. These need to cost 2 mana. Think Coldsteel Heart, Mana Vault, Fellwar Stone, etc.
- More card draw and selection. Stuff like Fact or Fiction, Rhystic Study, etc.
- Lower your ACMC to a maximum of 3.0.
Here's a list of your worst cards at a glance:
If you're gonna run Dramatic Reversal and you already have the labman combo, you should include Isochron Scepter and Blue Sun's Zenith to kill the board. Oh, and a land like Ghost Quarter or Tectonic Edge won't hurt you. If you want a ramp option, Terrain Generator's ok.
I have a janky Arcanis list on my profile if you want to see what a Tuned mono U deck piloted by a shitty general can look like.
1 day ago
@Icbrgr: Good luck with this deck! It sounds like fun!
I was brewing 4C Land Destruction for a while and really liked playing it, but then they banned Deathrite Shaman.
The only other suggestion I can think of is adding Urborg, Tomb of Yawgmoths to the deck so that you can tap your Ghost Quarters and Tectonic Edges for . It also lets you play cards like Mutavault or Stalking Stones more efficiently. It also makes Mutilate and Corrupt insane. I think even with a limited budget, Urborg, Tomb of Yawgmoth is the one card definitely worth investing in.
2 days ago
When I first got serious about modern I took a stab at GB with Vraska the Unseen and Phyrexian Obliterator. With the printing of MM3 Hissing Quagmire and Blooming Marsh I think the archetype can finally be a serious contender in modern. I will have to try Tectonic Edge. I've seen it in budget 8-rack decks and the like as a tron killer. Never tried it out myself. I do like that it doesn't give them a basic.
2 days ago
I have found Tectonic Edge is better in most cases. Rarely do I find it necessary to destroy a land before turn 4. Think tron/eldrazi matchup - generally the first three lands are not their money lands... and Tectonic Edge doesnt give them a land in return. I have found this build to be very effective against the mana ramp decks... especialy after sideboard.
Give Tectonic Edge a try... it may surprise you. Thanks for the comment.
4 days ago
Thanks for commenting on my Swan Lands deck! I found your white splash very clever. Leyline of Sanctity is the best silver bullet against Burn and Thoughtseizes, our toughest matchups. Plus white can also be used to cast Swans. +1 from me!
Mystic Speculation is a very interesting choice. Not sure if it's worked out for you in playtests, but it doesn't seem to check out mathematically. On average, it would take 3.4 turns of activating Mystic Speculation to find a combo piece you didn't have. Assuming you start using it turn 3 (since otherwise it's just a worse Serum Visions), that means you get the combo on turn 7.4 average. There are probably much better uses of that time and mana (though maybe there isn't). What about Faithless Looting, Sindbad, or Day's Undoing?
It doesn't seem like you modified the land base much from the original Swan Hunt list. You might have noticed my list has about 20 utility lands. From playtesting, I can tell you it hardly even impacts mana accessibility. Since you have 41 lands, even if you hypothetically cut 20 lands entirely, you'd still have a 21 land deck (and we know those can handle 3 colors). Your list is all-in combo, so you probably can only squeeze in 15 utility lands. That still means you could squeeze in (in order of priority) 4 Ghost Quarter/Tectonic Edges, 1 Dakmor Salvage (further increases your probability of reaching 10 lands), Gemstone Caverns (they're like Simian Spirit Guides that don't reduce your land count), Halimar Depths, 1 Lumbering Falls (to guarantee finishing off your opponent), Bojuka Bogs, 1 Treetop Village, possible Amonkhet bicycle lands, followed by more copies of the above if there's room.
Alternatively maybe you could go Blood Moon! I would definitely play Blood Moon in my list, if I didn't need 3x red, 2x blue, and 1x green, whereas you only need 3x red, 1x blue, and 1x white (and only in sideboard).
And sorry about the above comment (I accidentally hit post), could you please delete it?
6 days ago
2 weeks ago
2 Hissing Quagmire? 4 Tectonic Edges is too much; perhaps split for Ghost Quarter or run less copies. In your description you mention favoring Treetop Village over Hissing Quagmire but your land selection disagrees. You could remove 1-2 Abrupt Decay and some other cards for Grim Flayer. -1 Liliana of the Veil for Liliana, the Last Hope?
2 weeks ago
Hi, thanks for commenting!
Simic Charm has impressed me lately. First let me list off the most relevant applications of each mode:
Giant Growth mode
-Not having Lightning Bolt makes me unhappy sometimes. This is the closest I could get to being able to do the extra three damage this deck misses out on.
-Can help trigger ferocious on Stubborn Denial if you're that desperate
"Permanents you control gain Hexproof until end of turn" mode
-Counters any targeted removal, even if it's an activated or triggered ability. This is important in a creature-lite deck.
-The fact that it makes ALL of your permanents hexproof is relevant against Ulamog, the Ceaseless Hunger and Elder Deep-Fiend. Follow that up with Liliana of the Veil's -2 ability and you can do what nearly no other deck can do: Win after a resolved Ulamog.
-It even counters Tectonic Edge
-Pseudo removal when you can't find your actual removal
-Save a creature from a board wipe
-Bounce Snapcaster Mage
-Adds value to late game Thoughtseize (May be too cute of a combo, though)
Now with matchups, it really helps against Eldrazi because they have a lot of activated and triggered abilities that target. Plus the whole +3/+3 block thing. It's a good thing to have in your hand against any control deck, since it is essentially "Your opponents can't mess with your stuff this turn". It serves as tempo-bounce against aggro. Its worst showing is against non-interactive combo or burn, but even then, you can still use it for three extra damage or another Snapcaster Mage. Siding it out is usually a judgement call. I tend to side it out whenever I'm siding in Collective Brutality.