Teetering Peaks

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Premium Deck Series: Fire and Lightning Common
Zendikar Common
Promo Set Common

Combos Browse all

Teetering Peaks

Land

Teetering Peaks enters the battlefield tapped.

When Teetering Peaks enters the battlefield, target creature gets +2/+0 until end of turn.

: Add to your mana pool.

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Teetering Peaks Discussion

Kjartan on Krahk's Goblins

8 months ago

Well build. Not too sure about the Teetering Peaks. I would run full playset of Cavern of Souls and 3-4 Mutavault.

Perhaps change one of the Dragon Fodder to a Krenko's Command just for abilities that names cards. It's a small advantage, but in a thausand games, it might be relevant once or twice.

I'm not sure if there is a reason for it, maybe you run into a lot of Siege Rhinos and Baneslayer Angels but I generally think Rending Volley is better against match-ups like merfolk, and Kiki-Twin (If that is still a thing).

TBoneTace on Back Burner

9 months ago

Thanks for the suggestion brother1.

I have removed the Teetering Peaks and put in 1 more Valakut, the Molten Pinnacle and 2 more mountains.

brother1 on Back Burner

9 months ago

Really like the idea of a more controlling, long game burn deck. I do have a couple of suggestions about the mana base, Valakut in particular. Valakut is an awesome land but you're not running nearly enough mountains to make it work - right now you've got only 10 (14 if you count the Expanses), so you're going to have trouble turning it on. I might cut some of the other nonbasics to make it (and Koth) more reliable. I do like Spinerock Knoll but Teetering Peaks can probably go; the pump is nice but coming in tapped can really slow you down, and it makes both Koth and Valakut more reliable. +1 from me!

T_schlike on Goblins

10 months ago

First of all, cut the Chancellor of the Forge. Occasionally getting a 1/1 for free is nice, but it doesn't really help you all that much considering you should NEVER get to 7 mana in a Goblins deck.

I would also cut the Burn at the Stake and Voracious Dragon. You are playing Gobbos, you need to be as low to the ground as possible, so this means keeping your mana curve low. Both of these cards help you with burning out your opponent after your goblin swarm has beaten them down a bit, but some combination of Goblin Grenade (possibly Reverberated!), Shared Animosity and Impact Tremors would help you. Besides, if you still have a decent enough number of creatures left in play by the time you have 5 mana for those two cards to help, you're likely already going to be winning. Cards that only really help you win when you are already winning are called "win-more" cards, and should be avoided if possible.

Since we are trimming your mana curve, you want to cut down on mountains as well. I would recommend going to 20 or maybe 21 Mountains, unless you can find some good non-basic lands to help your Gobbo army out. Teetering Peaks comes to mind, but take a look at Gatherer. (http://gatherer.wizards.com/Pages/Advanced.aspx)

Consider adding some Cavern of Souls or AEther Vial, although you seem to be going with token swarm which makes this strategy less helpful.

Goblin Guide is obviously a great include, if you have the coin. Goblin Piledriver is an amazing card as well, and you may want to go up to 4 copies of him.

Spikeshot Elder should be cut, as it is really not all that helpful if you can't pump his power.

The dash creatures are cute - test out if Impact Tremors or Shared Animosity does more work for you. If so, consider adding one more dash card and increasing the number of Impact Tremors in your deck.

Krenko, Mob Boss is really fucking cool, but he is just too slow. But do consider putting him in the sideboard.

Expedite just doesn't do enough, and you want to be using all your mana each turn to churn out more and more gobbos.

Have you considered adding black to your deck? There are some pretty sick goblins in black/rakdos (Black/Red) colors. Mad Auntie, Auntie's Snitch and Shambling Goblin come to mind. (link to gatherer here: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&format=+[%22Modern%22]&color=+[B]&subtype=+[%22Goblin%22] )

TL;DR

Consider going to Red/Black, but if you stay mono-red I would consider doing the following changes:

-8 Mountain

-4 Chancellor of the Forge

-3 Expedite

-2 Spikeshot Elder

-2 Voracious Dragon

-2 Burn at the Stake

-2 Krenko, Mob Boss

-1 Reverberate

+3 Teetering Peaks

+2 Goblin Piledriver

And either +1 Legion Loyalist so you have more 1 drops OR -3 Legion Loyalist and +4 Goblin Guide

NewHorizons on Atarka budget face smashing (1 hit kill)

10 months ago

also Teetering Peaks might help push Atarka over the edge w/o wasting a card on a pump spell.

Zhaed on Goblin Horde

10 months ago

More changes

Added

Battle Hymn For big plays

Mountain 35 land weren't cutting it.

Teetering Peaks Land that had an additional use.

Goblin Burrows Land that made a goblin bigger.

Goblin Sledder Sacrifice Outlet

Mogg Raider Sacrifice Outlet

Goblin Diplomats Force opponents to attack.

Sensation Gorger When hand is empty on upkeep there's a good chance to draw 4 cards.

Removed

Shattering Pulse Usually quick enough to win before most artifacts become a problem.

Vandalblast Same as above.

Thermopod Played for ability, Cost is to mana intensive.

Hellrider 1 damage per attacking creature is great, Though the alpha strike will usually kill people just as quick.

Banefire Not really necessary.

Ib Halfheart, Goblin Tactician Worked well until opponents started killing important goblins with chump blocks.

Slate of Ancestry only used once. Never wanted to discard hand. Never wanted to draw that many cards.

Mindmoil Never used, was much to random. Replaced with Sensation Gorger.

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