Tectonic Instability

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Invasion (INV) Rare

Combos Browse all

Tectonic Instability

Enchantment

Whenever a land enters the battlefield, tap all lands its controller controls.

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Tectonic Instability Discussion

wisegreenbean on Scorpion Stax

3 weeks ago

Cruel Reality, while flavorful, seems less than stellar. Burn for 5/turn on a 7 mana enchantment seems kinda low value. Same for Torment of Scarabs, you have 2 copies, and both seem bad. Drain 3 life is pretty negligible. And Mogis, God of Slaughter as always feels like the worst of the bunch. The pressure these small incremental 'choose your burn' cards apply just isn't that impressive.

Night of Souls' Betrayal you have SO MANY 1/1 tokens.

Rain of Gore kinda narrow? Also, you have more than few blood artist effects, and it's symmetrical.

Tectonic Instability, surely removing all cards from their hands is enough protection from instants? Same for Mana Web. Kinda same for Price of Glory too, though that one is certainly a flavor win.

Torment of Hailfire, how good is this if you've been saccing your own lands quite a bit? X will often not be a very impressive number. I guess you can make the argument that they will have been too, but even so. It's not terrible for being asymetrical, but again, anything that lets them choose to take damage when you haven't necessarily pressured their health very much seems questionable.

Targeted removal and ways to kill enchantments pretty light. I'd at least consider a Chaos Warp. I also maintain that Rakdos Charm is best grill.

Stranglehold also on point.

I finally suggest Swamp and Mountain.

Gleeock on Futures Markets for Cards

4 weeks ago

Selvala's Stampede, Rishkar's Expertise, Tectonic Instability - once people understand the greatness and uniqueness of that weirdness of that card. Etali, Primal Storm - again, unique, weird, powerful

Gleeock on kinda chaos

1 month ago

Smoke, Possessed Portal, Tectonic Instability - all budget, all strong with Etali. Actually considering the usefulness of Price of Glory I'm surprised Tectonic Instability isn't more expensive

bushido_man96 on One card, Two Card, Three Card, None

4 months ago

Have you thought about running Nekusar, the Mindrazer as the commander instead? Underworld Dreams seems like it would fit well in here, maybe in place of something like Sulfuric Vortex, which would hurt you as well as the others, and doesn't seem to really fit with the discard theme. It also doesn't seem like Oversold Cemetery fits, running alongside cards like Bottomless Pit and Planar Void. War's Toll looks good to me, Tectonic Instability does not, as it messes with you, too.

If you really want to reap benefits from cards like Phyrexian Tyranny, run Teferi's Puzzle Box. If you want to really get some more value out of Liliana's Caress and Megrim, give Memory Jar and some other wheel effects a try.

Other creature options to consider are Dread and Archfiend of Depravity.

Hope that helps. It looks like it would be fun to play.

LabManiac_cobblepott on Neheb - Artifact Storm

7 months ago

UrbanXII

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.

Phorester1997

  • 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.

Calliber on M.O.L.D.

8 months 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.

Nerdytimesorwhatever on Zo-Zu Hates Your Lands

11 months ago

Mana Web!!! Make it more stax oriented! Tectonic Instability, Goblin Rabblemaster... It could be so cruel.

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