Whenever a land enters the battlefield, tap all lands its controller controls.
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Tectonic Instability Discussion
1 week ago
Depending on the fast mana you open with, there's quite of a lot of variability right now. I've won a number of games T2 and T3, but also had a fair share where Neheb doesn't even make sense to bring out until 'mid' game.
- Manabarbs - Pings are less about actually hurting opponents and more about generating mana. Thus, you want to be pinging opponents during your turn, not theirs ;)
- Mana Web - This is conceivable if we add more lockdown (Static Orb, Tectonic Instability, etc). For the moment, that isn't necessary yet.
- Metalworker - Two things. First, he needs haste to useful. Neheb just needs to be on the field. Second, you will spend a good portion of the game with no hand at all (because you just cast all of it as soon as you get it). So, you won't have artifacts in your hand to trigger him.
- Aetherflux Reservoir - It's certainly a good finisher, but it doesn't do anything for you the rest of the game. Does it draw cards? Nope. Does it damage opponents? Mostly nope. Do we really need lifegain? Nope. Perhaps under a different configuration it would make sense, but right now it doesn't.
1 month ago
Tectonic Instability-It affects all and is easily worked around by tapping lands for mana and then having your land drop. In the end all it does is cause lands to enter tapped for everyone. Plus, has no effect on mana rocks/dorks.
Spreading Algae- Situational on the land being a swamp (I see Urborg) and easily countered by just not tapping the land which would combo well with Tectonic Instability I understand, but more often than not you won't have the combination out.
Goblin Assault- I see you have several other cards that work off of sac'ing a creature, it makes up a small part of the cards and maybe think about eliminating this group. Perilous Forays, Earthblighter...
As for other cuts, consider the ones that affect you as well in terms of land sac's, why sac a land if you don't need to.
4 months ago
6 months ago
7 months ago
Lol by types of hugs, I just meant like different types of ways to group hug, like making everyone draw cards, or giving everyone tokens, etc.
And by unfocused, I just mean that there's not really a clear synergy or a way for you to use the group hugging to your benefit. For example, if you want to group hug by way of giving opponents creatures and buffing up creatures, then you can capitalize on that by playing a lot of pillow fort (the type that protects you without protecting your opponents).
I think that example makes sense, but since your commander cares about drawing cards and helping more lands enter, maybe capitalizing on when opponents/you draw cards and when lands enter would be the best direction. So I was thinking like Consecrated Sphinx, Mind's Eye, and Psychic Possession to get an advantage from helping everyone draw cards, Lifegift and Shattered Angel to get an advantage from helping everyone draw extra cards, and Ankh of Mishra, Tectonic Instability, and Zo-Zu the Punisher to punish opponents for getting extra lands even though I wouldn't run punishing cards in a deck like this.
If you want to abuse those cards, I could suggest a subtheme of wheels, but those arent really group hug cards.
In conclusion, my suggestions regarding focusing the deck are to cut any group hug card that doesn't help your opponents draw cards or get more lands out and add cards that give you advantages when they do that. If you have more room, maybe add more cards that help opponents get more lands out or draw more cards.
7 months ago
If you're interested in any more stax effects Damping Engine can be fueled entirely by Ragavan once you take the lead, worst case scenario can sacrifice itself. Price of Glory combined with your War's Toll (occasionally Tectonic Instability) will keep counterspells, Cyclonic Rift, and Seedborn Muse at bay. Im sure you've already considered Blood Moon but Planar Chaos is all but forgotten these days and does a fantastic job at keeping spells at bay and Torpor Orb can shut down most things while only stopping your own god and tremors triggers. Kill Switch can shut down artifact heavy metas while also being another method of manipulating your orbs. Portcullis can also be backbreaking in a stax shell. Ragavan can also be used to fuel a Helm of Possession as well.
8 months ago
If you could find a spot to fit in red, Lust for War could be good. Especially if you put it an Seizures on the same creature. Also Tectonic Instability. War's Toll is also of note, but possibly a bit expensive, since your description makes the low cost seem pretty important.
8 months ago
Just found your decklist and brotha, I gotta say, this is the flavor deck I've been trying to build with my own Saskia!
I am motivated to help you.
Saskia is of THE FREE FOLK. AND SHE WILL NOT BEND THE KNEE TO THE LIKES OF !!!
Let me help you add more rebellion in your deck. And draw power later.
Seems like you need cards like Tectonic Instability strategy for aggro is to tap out and swing anyway, so this wont hurt you; tap all lands for mana in response to the trigger, War's Toll, Defense Grid (super good against control decks), AND MAKE THEM SUFFER WITH Curse of Marit Lage AND Price of Glory.
DRAW ALL THE CARDS!!!!
You need these in your deck to draw lots of cards:
- Sylvan Library
- Phyrexian Arena
- Null Profusion + Recycle + Reliquary Tower draws a CRAP TON of cards!!
- Wheel of Fortune + Geth's Grimoire for that burst draw into 28 or 35 cards.
Hope this helps! Keep raging against the tyranny of Blue Control, comrade!