All lands are indestructible.
|Want (2)||GhostMajor , Purple_Peach|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Terra Eternal occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Terra Eternal Discussion
3 weeks ago
Too bad you aren't in white, then you can have Terra Eternal and possibly cards like Planar Cleansing that hit all nonlands. I can't think of a good Commander, or I'd suggest a switch. At the moment, it's not worth it, as Nissa is rather absurd.
1 month ago
KayneMarco I had considered each of these. My only problem with Cryptolith Rite is I don't know what to cut to fit it in without making it overly redundant as I already have the whole set of super mana dorks. It's my same problem with Joraga Treespeaker because I cut this list down from 170 candidates and had to make a bunch of sacrifices to streamline the overall point of the deck. I had a friend ask why I didn't throw in Skullclamp and it's simply because unless I use it very early on everything I field will be well beyond skullclamp range.
1 month ago
I like your concept! a few cards to consider that may help you with getting the deck off and running faster:
Amulet of Vigor since most of your land base comes in tapped
Crop Rotation fetches any land at the cost of another land.
Wilderness Reclamation is sudo vigilance for your land creatures
Tatyova, Benthic Druid gets you extra card draw for all lands that come into the battlefield.
Titania, Protector of Argoth lets you get further usage from any awoken lands that die.
Field of the Dead you have so many different lands in here, it would be super easy for you to meet the zombie making conditions.
2 months ago
enpc Fair enough, I'll get to your response in bits too. Sorry it's been so long underway but I've had my response written down on a different PC that I couldn't get access to for a while. I'm just going to post this initial section and keep adding to it going forward.
- "But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it."
Not quite true. My argument is that relying too heavily on artifacts makes you very vulnerable to a removal type that is a lot more common than counter measures to alternative kinds of resource generation - like land ramp, blue's untaps and artifact manipulation, black's graveyard ress, alternative payments, and rituals, and red's artifact swap, rituals and other mana cheats . It's a lot easier to counter measure an artifact than many of the other types of mana accelerations in the game. And if your color can basically only achieve a very fundamental mechanic of the game like ramp and card draw through artifacts, it makes you more vulnerable than those that can achieve it in a different way.
I completely agree with you that removal is a fundamental part of an interactive game like MtG and is part of the fun and makes the game what it is. I don't advocate that removal/interaction should be worse or something like that. However I reckon when there's a disparity between how well removal interacts with artifacts versus other mana accelerators and that it hits certain colors more than others, then I see a possible issue that is worth looking into and possibly correct.
- "In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many."
I mean outside of Avacyn, Angel of Hope and emblem elspeth , and the aforementioned Teferi's Protection (which is a pretty ludicrous spell in of itself), white cannot actually protect their own non-creature stuff that well. And their hexproof is mainly to protect the player themselves and not their board (there's odric off-keyword giver - I mean deathtouch, skulk, menace?) - which is kinda weird in my eyes as white is the color of community and going wide more than tall and have indestructible as a primary evergreen keyword.
So white doesn't actually have that good, flexible or effective means to protect their own non-creature stuff. White is even the color of indestructible as one of their primary evergreen keywords... and it's actually worse off when protecting non-creature permanents than a color like green .
So in your proposed scenario where white counters green's land ramp with MLD, green actually has a very good, cheap and flexible counter, that leaves white at a huge disadvantage. Although it is only one card, but then again, there are 3 major land destruction spells in white (that is legal in Commander) being Armageddon , Ravages of War (check that price tag, hello Portal), and Catastrophe ... and to an extend Fall of the Thran .
Lands have always been the exemption to many destruction effects and there have not been printed much in terms of land destruction in recent times (outside 1-for-1s Tectonic Edge that is meant for removing utility lands/power lands). So I'd like to challenge your claim that land destruction is what WotC wants to show is part of what white does. I cannot deny that WotC have made more stax-like cards for white in recent times, but I reckon that's because taxing and hindering is something WotC can more easily print for white as a color identity mechanic than land destruction, again because lands have a special status and don't perish as most other permanents in the game.
In relation to the mentioned cards that can help white to land ramp; true these exists and many utilize them in their decks if they don't have better options. I did not actually know of the Kor Cartographer , paralleling Wood Elves in a worse state, fitting of a color imitating another color's strength. I would just like to see more of these type of cards, and if WotC finds a way to make them less mana intensive (like the 6 needed for Burnished Hart - it's still a good card because it's 2 on the field, but it's good more due to lack of better) but requiring something else that white is good at, I think that would be a good compromise between allowing that power but not make it as flexible and strong as green's ramp. Simply requiring more mana to mana ramp, seems kinda unproductive as those colors wanting that imitating mana ramp is already light on mana production. Kinda feels like "Don't be poor, just be rich. It's easy making money when you're rich!".
And I'm afraid I'm being a bit repetitive, but stax effects in general, are something that negatively influences white's political standing and threat/annoyance assessment in Commander - so if white is doomed to be the "I hold the rest of you back"-kind of guy, to be somewhat "on par" with the rest, then white is always going to be a bad color for casual multiplayer formats, like Commander.
- "So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall."
The limited data we have and many players' personal experience says that white is less likely to succeed in Commander than any other singular color. Do you think this is just pure fiction spun up by white-loving players? Or do you think there's some truth to it? Why would white players be more prone to bad deck building than players of any other color?
Jumping at bit in your post:
- "Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it."
My anecdotal evidence is from 6 friends I play Commander with, where most agrees that white is the worst of the colors for Commander when considering mono-color (I'm uncertain of the opinion of 2 of them as they haven't said it outright). Other than that I know that the Youtube content creators "The Command Zone" has strong opinions on white lacking support in Commander, and as far as I've seen in the comment section of their video regarding color strength, within context of the Commander format, there's a lot of people who shares that viewpoint and a lot who don't. Of those that don't share the viewpoint, there's some who are very vocal and sadly also some who are frankly quite rude in their statements.
I'll end my post here and get back to you when I have more time.
7 months ago
7 months ago
Forget the Terra Eternal thing, it's all lands and not just yours. Can't believe I didn't notice that.
7 months ago
If you like land denial, you should check out Wren and Six + Crop Rotation.
I really like what you've put together here. It's very much along the same veins as my "get your friends to stop playing Oathbreaker" deck listed above.
I would suggest Strip Mine / Ghost Quarter + Crucible of Worlds . I know you'll always have access to Armageddon post-turn 4, but it's nice to get in the early land denial and they'll be extremely useful to cycle in the late game when Armageddon costs 8+ mana.
Also, having Terra Eternal in play before dropping that first Armageddon would secure you the game 100% of the time. Avacyn, Angel of Hope is more late game, but also does something similar with it's ability.
8 months ago
Hypersonic Dragon will let you cast Scapeshift at instant speed, which will be cool to do in your oppenents end step, just before your turn. might make it harder to stop.