Tectonic Giant

Tectonic Giant

Creature — Elemental Giant

Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one —

  • Tectonic Giant deals 3 damage to each opponent.
  • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Browse Alters View at Gatherer

Printings View all

Set Rarity
Theros Beyond Death (THB) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Tectonic Giant Discussion

Joe_Ken_ on Aurelia, Indomitable Armorer

2 weeks ago

Fervent Champion could be a good addition to the deck since he is a 1/1 with haste that pretty much gets free equips.

Duelist's Heritage is a good card to give a single creature double strike, two creatures if you count Aurelia’s second combat step.

Tectonic Giant is a good creature with Aurelia since it either provides you some extra ‘card draw’ or damage against each of your opponents.

You should really add Sword of the Animist since with Aurellia it will pretty much land ramp you twice with her double combat step.

DespairFaction on If you see evil, crush it!

4 weeks ago

Greetings Aurelia,

Thank you for entrusting me to look over your deck. So i'll start by saying we have reached a point where there are more powerful options than there are available deck slots. Therefore, many times choices come down to prioritizing a specific strategy like voltorn vs go wide, how cards interact with other cards in your deck, or if you want to better your chances against a particular opponent. So the most important information I can give you is the cards that I think will underperform. From there that allows you the freedom to try out some of the things I suggest or test out some of your own choices.

You can find the card by card choices here. I just find it easier to work on a spreadsheet to see what I am changing. Helps me keep track of changes to CMC/mana curve, number of removal spells etc.

https://docs.google.com/spreadsheets/d/1MoPea_IljSgl9dzV_wYW6_iNto4BWqlkqyowMQvKOgA/edit?usp=sharing

Ill use this to talk about general philosophy and other optional choices that I didnt include above.

First things first, many people have mentioned some issues with the mana base. So yes we'll want to get you up around 37 lands. I got you to 36 with 2 cards that find lands. So just be dilligent about your mulligans since were still slightly greedy. Mana production is super important with this deck because all you really need to win after a board wipe is enough mana to recast aurelia and put some swords on her. Because of this early game i tutor for sword of the animist about 70% of the time. I also made some changes to your utility lands so you can get some added benefits there. Becareful with colorless lands, aurelias colors are pretty strict so manage colorless lands closely, if you start having issues either cut colorless lands or add a chromatic lantern. Fetches and Dual lands do make life easier but thats a high cost low impact change. Its nice but not necessary.

As I talk about in the document, Sword of Feast and Famine is the single most impactful change you can make. It sucks because they are super expensive, but it allows you to do ridiculous things and get way ahead of your opponents. It makes the rest of your swords look like rusty forks by comparison. Mid game I am probably tutoring for feast and famine, the only equipment that really comes close is a Sunforger with a full sunforger package though it is slower.

The second most impactful change you can make is adding teferi's protection. Its useful in 100% of games, but it too commends a super high price tag. Fortunately you can substitute this one with a combination of Boros Charm / Comeuppance / Eerie Interlude or other protection effects.

Mana ramp wise, i made a few changes. Nothing crazy, but in a slower setting I do prefer multi ramp as opposed to mind stone type cards. You want a little of both. The options i added are all colorless. If you find that colors are a problem you can look at gilded lotus or kor cartographer. Another thing to mention is that because of the increased mana production, you may find a need to add 1 or 2 cards at 6 or 7CMC. Just pay attention to how it performs. If you have a lot of mana late with nothing to do having something big to go to is nice.

Removal wise I really like my removal to hit everything possible. So thats where I really like Austere Command and things that blow up multiple permanents types. I didnt mention them in the doucment partly due to cost, partly due to CMC, but they are both incredibly effective and thats Ugin, the Spirit Dragon and All Is Dust. Again all you needs is swords and mana to finish a game. Magmaquake is also a nice option since it doesnt kill aurelia and hits planeswalkers. I really like Hour of Revelation but its pretty dangerous for your equipments.... I would want more protection and recursion effects if I were going that Hour of Rev direction, but its great in decks that are slightly less artifact heavy. Cleansing Nova is also pretty real. Deck slots get really tight and it usually means cutting creatures but I also like having both generous gift and chaos warp, you've only got 1 for now and thats ok. Just pay attention to see if you are really needing that second all target piece of removal...they are useful for people that hide behind sporefrog and glacial chasm. Another card I forgot to mention is Volcanic Offering It never hits your stuff, blows up problematic lands without sacrificing your own lands, and is just fun cause everyone gets to be involved. Many options for removal, will depend on what your meta calls for.

Card draw there are a few additional options for things. Wheel of Fortune and Reforge the Soul will both be the best, and combo with smothering tithe. Plus they are pretty disruptive too opponents especially around turn 4 or 5. Aside from those, Tome of Legends and Rogue's Gloves are both reasonable. I like that tome doesnt require successful hits, but overall draws less cards. Manifold Key looks a little better if you decide to go with Tome because aurelia puts more counters on it than you can untap, plus unblockable is needed sometimes. Prophetic Flamespeaker and Tectonic Giant are also ways that you can look at additional cards. They arent as good as just drawing cards, but if your goal is just to look at more cards they will fill the role, plus Prophetic wears equipments very well, but they do sometimes exile cards you wanted.

Another thing that I ran out of room for is more double strike. I usually run 3-4 sources when possible. Duelist's Heritage is my favorite but Silverblade Paladin and True Conviction are also great. Embercleave will also be possible, but I would wait for the price to come down a little.

Other fun cards that warrant some amount of consideration but are not must includes: Neheb, Dreadhorde Champion, Citadel Siege, Hate Mirage Argentum Armor its fun but it gets stuck in hand a lot. If you attack with it you probably just won the game.

Powering Up the deck. If you find yourself in more high power metas facing down stronger and faster opponents, you'll want to embrace the philosophy of more interaction and dropping the curve back down a bit. A few key hatebears can really slow things down like Thalia, Heretic Cathar Hushbringer and Remorseful Cleric. The big thing I use to shutdown combo decks is to get a decent board position, usually a flying creature with a relevant sword (feast and famine if possible) and then use Goblin Engineer to slam Winter Orb and you can watch the combo decks cry salty salty tears. God-Pharaoh's Statue is also an option that isnt winter orb levels of salt inducing but keeps opponents off of big turns.

You can check out my list right here. Aurelia Weapons of War Currently ive got it setup to go very fast to compete in a more combo centric turn 6 turn 7 style meta. My build is going to be a little soft to someone just having a lot of creatures on board. Anyway I hope all this helps :)

-PJ

Suns_Champion on Brothers Yamazaki

1 month ago

Creative? Check

Unique? Check

Mono Red? Check

I love it. Here's some ideas.

Draw: Tome of Legends will be great in here. Maybe add Manifold Key for double untap/unblockable synergy. Endless Atlas, Ignite the Future, Humble Defector(use Homeward Path with it), Light Up the Stage are all cheap draw that I love in red. Prophetic Flamespeaker, Neheb, Dreadhorde Champion, Knollspine Dragon, Tectonic Giant and Grenzo, Havoc Raiser all provide card advantage and/or push the aggro theme.

Ramp: Let's think about this for a minute. I think instead of turn 3 brother #1, turn 4 brother #2, we should try to get both brothers out turn 4 (with 4 land drops). That way we don't waste their haste or leave one brother out alone to get removed/wiped. For that, focus on cards that will get both broths out turn 4: Sol Ring, Generator Servant, Dockside Extortionist, Worn Powerstone, Coalition Relic, Seething Song, Ruby Medallion, Myriad Landscape + any 2cmc mana rock, Cloud Key, Hazoret's Monument, and Herald's Horn all allow you to get both Brother's swinging turn 4.

Helm of the host is a good idea. One combat and they're all 6/5s. Trample will be important then, so yeah Archetype of Aggression seems great. Blackblade Reforged will be consistently good.

As suggested, Godo, Bandit Warlord will be a powerhouse and wincon. Torbran, Thane of Red Fell will be good if you're going wide.

Themes to consider:

  • Anthems
  • Historic matters cards
  • Legendary Matters cards
  • Equipment
  • Aggro/go wide

This is a cool idea, I will be back later! Get a decklist up TypicalTimmy, I already want to upvote it!

dingusdingo on

1 month ago

Interesting deck.

My first question is why no damage doubler effects? Furnace of Rath and similar work extremely well. Even though the opponent gets to decide what order the damage effects happen, you're still getting a big damage boost.

Second, have you considered going down to 33 or 32 lands? Your curve is pretty low and you aren't dumping your hand via artifact rocks or mana rituals. I think you could probably find one or two slots from land drops.

How have the planeswalkers been working out? The 4 CMC Chandra seems fine, but the other two seem expensive for not much effect.

Why are you running colorless creatures? The damage isn't amplified. Reality Smasher is expensive to cast at 5, and is effectively a vanilla 5/5 that keeps up card parity when it is removed. Smuggler's Copter gives card looting but requires creatures to make it work, creatures that could just be attacking and getting the +2 damage anyways. I can also see why you'd keep Phyrexian Revoker but Pithing Needle might outperform it here as its harder to remove and 2 damage a turn is negligible in EDH.

Some of your 3 and 4 CMC creatures you should reconsider for speed and effectiveness purposes. Thunderbreak Regent is a flying creature, but you aren't getting reliable triggers from it, most likely just one. Tectonic Giant offers card advantage and MASSIVE damage with Torbran. Inferno Titan is another powerhouse with Torbran as you can split the damage 3 ways and get 3 damage apiece. Mindsparker seems too niche and is a 3/2 first strike for against decks outside its color hate. Jaya Ballard, Task Mage seems nice but waiting for summoning sickness feels bad and having to pitch cards to it is a no from me. Taurean Mauler is certainly appealing and presents a threat later, but without trample you're losing out and would be better served by Hordeling Outburst for efficiency sake with Torbran. Finally, Dragonmaster Outcast takes way too long to turn on, and requires an upkeep step to do anything, making it prime target for opponents to remove. Its great when it works, but another token producer is going to outpace this. Specifically, Krenko, Mob Boss is going to run away with the game much faster especially if you have any random extra goblins floating around.

Alpine Moon is much more marginal than you think. Sure its shutting down Gaea's Cradle but your two other moon effects should be more than enough. Outpost Siege is a very marginal effect both ways, and I would recommend a cut for Impact Tremors if you are looking for more damage. Tectonic Reformation is -1 card advantage when you cast it, and no matter how many times you cycle it stays at -1 card advantage. It also becomes easier to cut if you go down to 32 or 33 lands. Experimental Frenzy seems useful when you've emptied your hand but seems marginal in the vast majority of circumstances. You aren't really running topdeck manipulation like Sensei's Divining Top or Scroll Rack to smooth this card out, and I sincerely think Thrill of Possibility is going to serve you better by making you have better turn 3's and turn 4's in your games.

dingusdingo on 3 player edh vs 4 ...

1 month ago

Wowee do you have any more information on the EDH variant with sheriffs and outlaws?

Also my advice for playing Aggro in 3 or 4 or 5 or any number of people pods is to run effects that splash damage to other players or that slurp the entire board of life at once. I have been brewing and playing Adriana, Captain of the Guard with lots of extra combat step cards in order to try to solve the aggro problem. You keep the melee triggers from previous combats, so the first combat everything gets +3/+3, second combat its +6/+6, so forth. Other combat oriented decks I've seen that are successful use combat almost like a combo payoff. I'm sure most people are aware of

I also recommend looking at cards like the new Tectonic Giant which hit all opponents. Compare to Inferno Titan. The giant is coming out on turn 4 instead of 6. It has 3 power and does 3x3 damage each attack for 12 per attack without combat bonuses. Inferno tit is doing 6+3 for 9 total, although it has firebreathing. Cards with extort like Blind Obedience are another good way to go because they expand well into multiplayer formats. Gaining 4 life and taking 4 away from your opponents collective 160 (if you in a 5 player pod) makes a big difference for 1 mana.

My final pet card mention would be Jaya's Immolating Inferno. This is some straight up efficiency for EDH and my go-to X spell in EDH aggro.

jakeyuki12 on Boros Aurelia

1 month ago

Joe_Ken_ thanks for the suggestion! Tectonic Giant would add some incidental damage and a bit of impulsive draw to the deck. It would also synergize nicely with Aurelia's additional combat ability. However, I don't currently struggle with dealing damage nor drawing cards, and I would struggle a lot to find something to cut, so I'll keep it in mind for future reference but probably not include it.

Joe_Ken_ on Boros Aurelia

1 month ago

Tectonic Giant is a really good card from the new Theros set that goes really well with the double combat steps Aurellia provides.

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