|Commander / EDH||Legal|
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|Premium Deck Series: Fire and Lightning (PFL)||Common|
|Promo Set (000)||Common|
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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
2 months ago
6 months ago
8 months ago
Why Fatal Frenzy and no Temur Battle Rage? Also, running Cavern of Souls in replace of four Mountains would help Crusher to be uncounterable, and Fatal Frenzy only costs so by the fourth turn (when you go off) you would have the to play the Frenzy.
Maybe adding in Teetering Peaks or Looming Spires to increase Crusher's power without spending mana would help too, because even tho they come in tapped, you only need three lands on the fourth turn to win. You would need to mill one less card if you play Spires and TWO less cards if you play Peaks! Even Smoldering Spires would help to make Crusher blocked by one less creature (which could greatly affect the amount of damage dealt).
Maybe turning this deck into Gruul, putting in all Gruul lands that come in untapped and add in Skarrg, the Rage Pits using Assault Strobe instead of Frenzy. Or into Boros, putting in all Boros lands that come in untapped, using Slayers' Stronghold to beef up Crusher and give him Vigilance to dodge "Destroy/Exile target tapped creature" instants.
As you see, there are many ways to increase the odds of this deck winning. I'm not saying its a truly competitive deck (but who knows? it could be someday) except that its a cool card that deserves a deck around it.
Good luck with this deck and I hope what I suggested increases the odds of this deck winning!
9 months ago
Sorry to double-comment, but I figured out another thing holding your mana base back: it's an even split between green and red, while your cards are much more lopsided. Leaving out the sideboard (which would complicate things beyond what my experience can provide), here's what's important:
Nearly a third of your deck (about the same proportion as your lands, which is important) costs only 1 mana to play. That's excellent. But of those 19 cards, 15 of them cost one red mana, and only 4 cost one green (and those 4 are ideally played for free via Madness). If we went by that metric alone, your lands' mana production should be 3 red for every 1 green. But then factoring in cards with a CMC of 2, it's lopsided towards green: 8 that cost 1G, 4 that cost 1R. While this means your lands should still lean red, it certainly shouldn't be at a 3:1 ratio. You can adjust the proportion to something closer to even like 2:1, or to really make this deck kick ass, you can replace some of those 1G cards with 1R cards or with something that works either way like Burning-Tree Emissary. Problem is, River Boa is one of your best defensive cards and Wild Mongrel is a key offensive one; they're hard to replace. That one's up to you.
Beyond that is where things get really tricky. Hooting Mandrills are likely to be played for 2-3 mana at least once unless your opponent is running graveyard removal, but virtually never on turn 3. You have a grand total of 5 cards with a CMC of 3 or 4, but 3 of those 5 cost 2GG, where a mana base that leans red will hurt you. You could consider replacing these 5, but I think it'd be easier to put in some more nonbasic lands that will help you out.
Now personally, I can't stand taplands, especially in aggro because they've got awful tempo. If I can get away with it, the only taplands I'll use are utility lands (and even then I prefer colorless not-ETB-tapped ones like Rogue's Passage), or lands that somehow make up for the fact that they're tapped coming in. Since this is paper pauper, any commons will work, and there's a strong one that you can get 4 of for pocket change: Crumbling Vestige. It produces the color of your choice once, then colorless forever afterward. People overlook lands that produce colorless mana a lot, but plenty will still work well. This one's not ideal on a deck that leans so heavily on one-drops since it can only pay for one once, but colorless mana still counts towards every card in your deck that costs 2+ mana, so 4 of them is much more likely to help than to hurt. I'd even consider dropping Rugged Highlands in favor of these, since that one's really only good if played on your first turn, and is more likely to hurt your late game. Terramorphic Expanse is a keeper though, since it contributes rather nicely to casting Hooting Mandrills.
Tempo makes a big difference for a deck like this. Get it built well, and you can even take on a burn deck.
11 months ago
1 year ago
+1, I like this deck a lot. Really fun and really fast.
Have you considered Rancor? I know it's more expensive, but it compares very favorably against Rush of Adrenaline. You could also try Blades of Velis Vel (it's a satyr instant!) or Symbiosis to get 2 heroic triggers for 1 spell. There are also Teetering Peaks and Looming Spires, even if they don't trigger heroic it might be nice to get value from your lands as well.
1 year ago
Needs more land, here are my suggestions:
It says you're at 101 cards so take Auriok Transfixer out.
I think those are the biggest ideas for now. Everything else had got some pretty solid potential, considering how low the budget price is.
1 year ago
We'll just run down the list, Brute Force and Titan's Strength have felt great, Maaka is basically another copy of these cards. It also has a split mode of 4 mana 3/3, which obviously isn't exciting, but it is reasonable to have. Ahn-Crop Crasher is copy number 2 of Goblin Heelcutter, the differences are that you can't use the "falter" mode on Crasher as often, but it also means that you don't have to pay 3 mana every turn to get your 3/2 haste. Earthshaker Khenra is going to be good, it already has a very acceptable rate of 2/1 haste for 2 and it has a great late game mana sink in "Eternalize", and a relevant falter ability on ETB. Mizzium Mortars is back in for the resurgence of relevant 4 toughness creatures (Kraum and Meren in my meta). Ramunap Ruins is under testing, it's kinda a bad Barbarian ring, but it seems reasonable enough and basically a free roll.
On what we are taking out:
Spark elemental is great if we are just trying to goldfish against control/combo, but if we want to interact, lava spike that can be killed is pretty medium. Staggershock is much the same, although is great against the mirror (which I'm seeing less of recently), if you need your 3 mana to deal 4 immediately, and lately I have been in that market, Staggershock just isn't getting there. Shock and Wild Slash are great against dorks and the mirror (much like Staggershock), but are bad cards flat out, they just aren't efficient enough on their own (I just don't need 5 shock effects in the deck currently). Teetering Peaks has been out of the deck for a while and I haven't missed it one bit, ETB tapped is a big hindrance, and a lot of the draws in this deck are burn heavy with Zurgo being the only creature making Peaks more awkward.