|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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Tectonic Edge Discussion
3 days ago
what are your thoughts on Ghost Quarter? while in competitive terms it's situational, it does have its political uses. If i were to add it, i'd probably add Tectonic Edge as well considering how prevailent the OP utility lands are in my meta.
- get rid of any utility land you see fit (bye bye gaea's cradle, bye bye maze of ith)
2.help out that one guy who's struggling with his top decking by giving him a shuffle.
1 week ago
I think youll either want 4x Expedition Map or 4x Sylvan Scrying to better guarantee that you will be ramping with your eldrazi temple if you arent playing tron lands (Urza's Mine, Urza's Power Plant, Urza's Tower). Some other ramp cards you can utilize would be Cultivate, Nissa's Pilgrimage, Kodama's Reach.
I would remove From Beyond as it is quite slow and not really relevant to mana ramping.
IMO this deck is quite slow with an average CMC of 4.21 without sufficient mana ramp. I would replace Sakura-Tribe Elder with mana dorks like Elvish Mystic and Llanowar Elves. Ultimately, this deck would probably be better served going fully tron and dropping any cards that require colored mana, but if not, add more mana dorks or ramp.
1 week ago
2 weeks ago
2 weeks ago
you have too many noncreatures for Collected Company to be effective. Path to Exile is completely counterproductive to a land destruction strategy, and the "activate this ability only if an opponent controls 4 or more lands" part of Tectonic Edge makes it worthless as part of a land destruction strategy in modern, because a very large majority of the modern meta costs 3 or less mana anyway, meaning your opponent will still be able to cast stuff. the whole point of land destruction is to render your opponent incapable of casting spells, which Tectonic Edge cannot do in modern. youre also too reliant on specific creatures to make sure that Ghost Quarter's own effect doesnt essentially negate itself. Ghost Quarter is really more of a sideboard card used to destroy Tron lands. you kinda have to include red for a land destruction strategy, because Stone Rain and Molten Rain are crucial to the strategy. turn 1 mana dork, turn 2 cast a cmc 3 land destruction spell without handicapping yourself by sacrificing a land and thereby having less mana to use the next turn.
2 weeks ago
I wouldn't bother with retrace, it is a flimsy mechanic especially in a format where Tectonic Edge is still played. I sometimes find having excess lands is great, it lets you bluff something like a Path to Exile quite effectively as your opponent may think you have it and not swing. The only instance where retrace is legitimately good is the combo of Raven's Crime and Dakmor Salvage, otherwise the retrace cards aren't ever really worth it.
3 weeks ago
I would run Elspeth, Sun's Champion as a finisher in the deck she generates a crap ton of value in the late game. Sorin, Solemn Visitor is also a good idea with tokens. The main thing with superfriends is to evaluate each planeswalker based on its ability to protect itself for this reason I would run both Liliana, the Last Hope and Gideon of the Trials as they help protect the walkers and differentiate the deck from a B/W tokens deck with a few more walkers.
As for the sideboard help you want, not knowing your meta makes it difficult to sideboard but in white/black some good card to include that can catch a fair bit of the matchups you could face are: Leyline of Sanctity (burn, Ad Nauseam), Rest in Peace (any graveyard deck, control), Card: stony silence (affinity), Kor Firewalker (burn), Surgical Extraction (combo), Fatal Push (because you don't have it mainboard), Relic of Progenitus (graveyard, control w/ snapcaster).