|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Commander 2014 (C14)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
, 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
Tectonic Edge Discussion
2 weeks ago
So first a few things. I know that common consensus is that Inquisition of Kozilek is better than Thoughtseize but that thinking is out dated in the current meta which has a lot more focus on Combo and bigger threats that dodge Fatal Push and Abrupt Decay. I'd advise a 3/3 split but a 4 Seize/2-3 Iok split is also valid. 7 seems to be the sweet spot for discard spells anyway. Next 23-24 lands is what this deck wants. Ideally 24 but dependent on options 23 is acceptable, especially with a full Bob (Dark Confidant) play set. I'd strongly recommend Treetop Village over Hissing Quagmire with 3-4 Twilight Mire to balance mana out. Being dual color, you can afford a few colorless slots. Rock decks of yesteryear used to run 4x Tectonic Edge. I would say you could fit in 2-3 Ghost Quarter or Field of Ruin, whatever is your preference but I wouldn't go without either. You should also cut Lotleth Troll, Rock is not the right deck for it. You don't want to dump your threats and 2/1 is underwhelming. A better flex spot option is Bitterblossom, Tireless Tracker, Thrun, the Last Troll, Phyrexian Obliterator, Tasigur, the Golden Fang or Kalitas, Traitor of Ghet.
After making your adjustments the last tweak would be to fill some of your extra slots with a bit more removal. Everything you have is good but I'd suggest 2 more pieces. Cast Down or Go for the Throat or Victim of Night.
It's certainly not the only way possible but here is how I currently build the deck Rock 2018 & 3/4
3 weeks ago
Celestial Colonnade- by far the best land for a controlling wu deck, mostly to add to the non budget list.
Field of RuinGhost Quarter- the deck can be really soft to man lands, the deck isn't too demanding of mana, and slowing down tron can buy you the time to lock them out, Tectonic Edge might be a budget option (not sure of it's price atm).
Sphinx's Revelation really doesn't work too well in here as the deck is rather light on land, my first thought would be Search for Azcanta Flip, but a more budget option could be Jace, Architect of Thought, Gifts Ungiven, maybe even Think Twice.
Blessed Alliance- pretty sweet effect options that's good for both killing creatures and healing you for burn, also can be put on a scepter.
Gut Shot just because there's no mountains in the deck doesn't mean you can't "bolt the bird".
decks like this always reminds me of the time I could run 8 board wipes and have my only wincon be a Psychic Spiral (course back then ran 27 lands).
4 weeks ago
Lands like Phyrexia's Core and High Market can help you destroy Spine of Ish Sah and Ugin's Nexus more reliably. An easy swap out would be the Urza lands imo, it's fun to shoot for but the odds of getting all 3 in a game is so unlikely. I'm betting you could count every time it's happened on one hand.
1 month ago
Hey! Daretti is one of my favorite decks at the moment so I'll try and give a couple solid cards that work really well and won't break the bank!
- Since red isn't too great at removing enchantments or creatures (aside from with damage) - Chaos Warp is usually a really solid card in red decks. You have Unstable Obelisk, Spine of Ish Sah, and Universal Solvent but they're all pretty high CMC so this card could be useful for helping deal with problem cards early on!
- Speaking of high CMC, your deck is a slight bit on the heavy side so including some more mana rocks wouldn't be an awful thing. Not sure how great Coveted Jewel is yet; but I think if there is any deck that makes use of it, it would be a Daretti deck. You can sacrifice it with one of your artifact sacrifice outlets (also echoing ANemoAcids recommendation of Krark-Clan Ironworks) or with Daretti's -2 before your opponents get the chance to make use of it. It's basically a Gilded Lotus (which is also the cheapest it has been in a bit because of the reprinting) with card draw attached to it in this deck. Both those cards are high CMC though, so maybe you need cheaper mana rocks like Mind Stone or maybe even Hedron Archive.
- There are WAY too many utility lands that work really well with Daretti, but here are a few of the more budget friendly and useful ones: Sequestered Stash, Inventors' Fair, Tectonic Edge, Hanweir Battlements, Geier Reach Sanitarium, Tectonic Edge, Forge of Heroes, and Mishra's Factory. Obviously you still want some red sources so not all of these are needed, but thought I'd list a few to see if any pique your interests.
- Voltaic Key, Unwinding Clock, and Clock of Omens can all put in a lot of work if your final build has more artifacts that need to tap to activate. With your current list I wouldn't put these as a priority to include, but if you decide to add more mana rocks, these cards put in a lot of work.
- Tormod's Crypt helps against graveyard based decks and is a free artifact for Daretti to sacrifice.
- Squee, Goblin Nabob lets you use Daretti's +2 ability to discard him, draw a card, and then return him back from your graveyard; netting you one card every time you do this.
- Chain Reaction is another cheap boardwipe mono-red has access to. Almost always acts as a second Blasphemous Act that you have to cast for 4.
- Mirage Mirror is just an all-around solid card. No special broken synergies (that I can think of) or anything fancy like that; just a really good card.
- If you're using Golem Artisan for evasion purposes, I would prefer cards like Whispersilk Cloak or something like that due to the extra protection it gives. If you're using it to give haste, I think cards like Anger, Hanweir Battlements, or Flamekin Village would be better. If you like the card for its flexibility that's fine too, it just feels like a steep mana cost to pay for its abilities.
- For Cogwork Assembler I like cards like Flameshadow Conjuring, Minion Reflector, or my personal favorite Mirrorworks. They can't create tokens of cards that are already on the board the same way Cogwork Assembler can, but the mana investment is much less and, in the case of Mirrorworks, you get to keep the token.
- Bosh, Iron Golem and Bogardan Hellkite are both really high CMC for what they do. I don't have any direct replacements for these, but I'd keep an eye on these two and see how they feel when you play them. It might be worth switching them out for mana rocks or something like that.
- Finally, Tuktuk the Explorer. Similar to the above cards, I don't really have a good direct replacement for this card. There isn't anything inherently wrong with the card, I'm just not a fan that it has to be destroyed before it synergizes with our deck. Before it's destroyed it's just a 1/1 goblin that we have very limited ways of destroying ourselves. Also once its gone, we can't bring it back except with Feldon of the Third Path.
I know I've rambled enough, but I'll close it out with some powerhouse semi-budget (under $25) cards to consider in case you want to splurge on a couple cards:
- Mycosynth Lattice would be the #1 pickup in my book. Price drop due to reprint and synergizes AMAZINGLY with Daretti.
- Crucible of Worlds lets you recur cards like Strip Mine, Tectonic Edge, and Ghost Quarter while also letting you toss lands to Daretti's +2 and still play them (also the cheapest it has been in a while due to recent reprint).
- All Is Dust is usually a mostly one-sided boardwipe. It feels like a balanced Cyclonic Rift made for artifact decks.
- Valakut, the Molten Pinnacle has been rising in price lately, but is a great land to throw into mono-red decks; especially if you end up getting Crucible of Worlds. Probably the least recommended of the 4 cards, but still good enough to mention.
1 month ago
Krark-Clan Ironworks may be worth adding, it goes with cards you already run really well. It goes infinite with Myr Battlesphere and Nim Deathmantle, infinite with Scrap Trawler, Myr Retriever, and any 0 mana cards or most rocks, removes stax at instant speed if they're in your way, and can burst if you need mana.
Silent Arbiter is a pretty solid voltron addition, no more stacking blockers to mess with your trample and less incoming damage.
1 month ago
Digging the land choices. If you're looking for some more utility I'd suggest Inventors' Fair, Homeward Path, Rogue's Passage, Scavenger Grounds, and Tectonic Edge. There's nothing like turning Expedition Map into a swiss army knife.
I also think Maze of Ith would be hilarious. Trigger Annihilator 4 and then untap him for a 10/10 blocker haha, obviously has a lot of defensive uses while you're gearing up for big plays too.
1 month ago
Ok then, I have seen your card pool and I've seen lots of interesting cards.
As said before: Oblivion Strike, it's a too slow removal and you have tons of other things that exile, making it useless. Probably I'd change it with Dismember, Hero's Downfall or Go for the Throat; they do what you want them to do (destroy an opponent's creature) and they are faster and cheaper than the strike.
Other cards I would take in consideration:
Drift of Phantasms cause of it's ability that tutors Ashiok, Nightmare Weaver, Dismember, Titan's Presence and other good 3 cmc cost cards (the problem is that in 1x I really don't know if it's woth).
Lifecrafter's Bestiary let's you scry 1 every turn and, since you have tons of creatures, if you have mana to spend it also makes you draw a card (the problem is that this in 1x isn't worth, it should be put in 2/3x, that means you have 3 creatures less. Maybe do some tests with it and without).
Things I would consider as sideboard are:
Bontu's Last Reckoning (what if you are playing against an aggro and very fast deck?).
Prowling Serpopard (what if you are playing against a control deck?).
Ratchet Bomb (if opponent has enchantments or artifacts you don't know how to whipe out).
Now, what I DON'T like of your deck:
Fathom Feeder, 2 specific mana to cast an easily destroyable creature. And it's ability costs really too much.
Oblivion Strike, I've already expressed my opinion on it.
Benthic Infiltrator, at first sight it seems good, due to it's "unblockable" effect, but is it really worth? it's a 1/4 (and so sometimes you would prefer to leave it as a blocker instead of attacking, thing that it's supposed to do), it costs 3 mana, so it will attack for the first time, we hope, on turn 4, doing just 1 damage to the opponent. You have better options than this.
1 month ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).