|Commander / EDH||Legal|
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|Zendikar Expeditions (EXP)||Mythic Rare|
|Commander 2014 (C14)||Uncommon|
|Promo Set (000)||Uncommon|
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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
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
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.
1 week ago
Some other fun recommendations:
Dowsing Dagger Flip, Thaumatic Compass Flip, Treasure Map Flip, Shielded by Faith, Inventors' Fair, Buried Ruin, Eiganjo Castle, Strip Mine, Dust Bowl, Ghost Quarter, Tectonic Edge, Cathedral of War, New Benalia, Drifting Meadow, Danitha Capashen, Paragon, O-Naginata
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.
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.
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 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.
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:
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.")
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.
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.