Terrain Generator


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Nemesis (NMS) Uncommon

Combos Browse all

Terrain Generator


: Add to your mana pool.

, : You may put a basic land card from your hand into play tapped.

Terrain Generator Discussion

Pal00ka on Nikya'll Kikya

1 month ago

I would add more repeatable or a full 7 card draw via Elemental Bond , Kavu Lair , Mind's Eye , Magus of the Wheel , Dragon Mage , Book Devourer or Masked Admirers .

I also would go only 36 lands and add more ways to grab or put lands onto the battlefield. Walking Atlas , Terrain Generator , Wood Elves , Yavimaya Granger , Dawntreader Elk , Sakura-Tribe Elder , Fertilid (pairs nicely with Retreat to Kazandu ), Ondu Giant , Ranging Raptors , or Veteran Explorer are my go-tos depending on what I need.

Also Yeva, Nature's Herald would be great for flashing in Nikya to tap your (now) 2x producing lands and drop a threat/blocker.

I know a few of my suggestions are non-creature but Nikya will not always be on the battlefield. Hope something helps!

hfvalenz on Dragon Rush

1 month ago

Hey I got some inputs you may want to consider. Of course every deck's performance is closely related to the meta you're playing, but these are some things I think can help.

  • In my opinion, Haste is more relevant than, for example, Double strike in your deck, since dragons are big enough by default, same goes for Crucible of Fire. Having that is a bit overkill. I think I'd cut Berserkers' Onslaught, Rage Reflection and Crucible of Fire for this reason. I'd also cut Emblem of the Warmind because it's so very easy to deal with. Instead, I think it would be better to add Anger , Fervor , Hammer of Purphoros . Also, these cards can lower your average CMC.

  • Counter magic can be toublesome when you look at the high CMC of your spells, so Conqueror's Flail can help you protect against that. Also Red Elemental Blast and Pyroblast are good on these same way. Another thing is the sweepers, since your creatures will be the biggest and more costly, Wrath effects are more detrimental to you. Maybe squeezing in a Warping Wail to protect your board against that can be useful and also the least expected in a mono red deck.

  • I think you're OK when it comes to drawing cards, but there are some things I think can be improved. First, there is Urza's Blueprints which isn't very mana efficient. For 6 mana artifact you should replace it with The Immortal Sun , so much more at same cost. Then, comes the "when something happens, pay some mana to draw" effects, which I think are no good when you look at how much mana you're spending on your creatures: Here we have Mind's Eye and Seer's Sundial. Not only these cards require stuff to happen but also that you pay precious, scarce mana for them. Farsight Mask comes here as well; I think these can be replaced by Outpost Siege (choosing Khans) and Vance's Blasting Cannons  Flip. The Outpost has a teeny tiny difference with the Cannons in that it lets you play lands while Cannons does not. Staff of Nin is a bit high cost for what it does but I think it's OK considering it's a "secure" draw. Dragon's Hoard is somewhat slow, but as it also gives you mana fits great. Same thing with Vanquisher's Banner, as it gives a little buff and some draw as well. Knollspine Dragon can really draw lots of cards, but somewhat late I think. I wouldn't cut it though, I'd maybe add Dragon Mage to refill your hand.

  • Looking your ramp, you got some good choices. I'd add Herald's Horn and Ruby Medallion to the "lowering cost" pack and also The Immortal Sun as I already mentioned. I think you should consider the inclusion of Solemn Simulacrum and Burnished Hart to get lands and also, there's this land I really like on mono colored decks with lots of basic lands, Terrain Generator . I'd be careful with symmetric effects such as Gauntlet of Power and Mana Flare, it could be dangerous to give free mana to your opponents. On a related subject, in addition to Belbe's Portal, maybe adding a Quicksilver Amulet and Cryptic Gateway as a second and third ways to cheat dragons at instant speed.

  • Your deck is lacking removal, there's virtually none if you don't count the effects on some creatures and as we all know, creatures are the most vulnerable permanent on the board. So, Chaos Warp is a must I think considering the versatility it provides. Warstorm Surge could kill most of your opponents creatures whenever a dragon enters the battlefield or do lots of damage directly to your opponents. Kilnmouth Dragon can act as a removal for creatures as well. Steel Hellkite fits here too, it's a dragon and can get any permanent of the specific cost needed, kills tokens for 0 mana, for example. Also, Vandalblast to get rid of your opponents' mana rocks. Earthquake is OK, I'd rather run Magmaquake or Starstorm because of instant speed, but I'd consider adding Blasphemous Act and maybe Hour of Devastation , Chain Reaction or Mizzium Mortars . Disaster Radius has a high CMC but it doesn't hit you or your stuff.

  • The last ability on Sarkhan, Dragonsoul is ridiculous, but hard to achieve. Still, I think it may worth the try.

  • Swiftfoot Boots instead of Mask of Avacyn, equipping for 3 mana is way too high.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [BUDGET]

2 months ago

empireScum: Thank you for the comment!

So I don't actually play this version of the deck, it started from when someone asked what the budget version of my $1200 deck would look like, back before I reworked that one to cost a lot less.

There are two reasons those lands are included, first being that I took my old list and trimmed everything above $3 in my first pass (why Great Furnace is still there), and second to add back a few more artifacts for the sake of Goblin Welder (who I have an easier time tutoring for). My regular deck normally has between 18-20 artifacts, but it also has heavier draw effects, so it's easier to get to them.

I wanted to treat this as more of a template, so if someone wanted to add anything from a Daretti, Scrap Savant (I'd rather sac a land than most of the artifacts in the deck) or even a Mox Opal that care about number of artifacts, they wouldn't need to adjust a ton more cards to compensate. It's a nice middleground for a few of the ways you can take this deck (artifact heavy, combo heavy, token spam, etc...).

So at first glance, especially compared with all the other Ib decks this one looks like it has about 20 mountains too few, but after playing with Ib for a few years now, more than 38 or 40 sounds crazy to me. With that being said, the number of mountains can definitely go up or down depending on the type of extra land effects the person is running. The main deck is much heavier on library-to-battlefield type effects and has few (or no?) land fetches that go into your hand instead. This deck plays a few turns more slowly, so it includes a lot more hand-to-battlefield effects ( Walking Atlas , Terrain Generator ,etc..) since your hand is more likely to be full, and you get more total turns to draw.

I tend to cast Price of Progress or Acidic Soil , or both, probably every other game, and even at 23x Mountains it always feels like enough, but I also have Magus of the Moon and Blood Moon , two cards I think that should be some of the first upgrades to this budget version.

You're right that they are easier to remove than a normal land, but there are very few nonbasics in this deck still, and the kind of decks it would probably be played against have 3-4x as many nonbasics (some of the last commander decks had more than 25 enters-the-battlefield-tapped lands). PoP and AS aren't going to hit us hard unless we get every single land in the deck out, in which case we sac all but the 6 nonbasics, take 18 damage and everyone else takes like 60. There are many games where I get to do the land-punishment combos where I end the game with single digit health, but I took down the whole table. Being mono-red there isn't really a way to make that any easier outside of Basilisk Collar , the only way I've found in mono-red to get any kind of meaningful health back.

If I had to decide on changing something I would leave all the lands, but maybe add in a Daretti now that he dropped in price a bit more, or a Molten Psyche if I ran some wheels or my opponents had decks that draw lots of cards. That way I could take advantage of the artifacts a bit more.

I hope that helps!

HEXPROOOOF on Savage Cheeks

2 months ago

Philoctetes I added the following cards because I already have them or they are cheap: Caged Sun , Ivory Tower , Thaumatic Compass  Flip, Basalt Monolith , Clever Impersonator , Jin-Gitaxias, Core Augur , Viseling , As Foretold , Mystical Tutor , Swan Song , Terrain Generator .

Ahh and I took this card Sunstone , because I do not have snows lands and ~27 are a little pricey for me.

Thanks again!

LoyalPaladin on Knight Tribal

2 months ago

I'm just going to make suggestions for cutting and adding, but they're more suggestions on what I would do if I was building it. OrientSuperior might have some good feedback. He's good at going wide and tribal too.


Not a lot to say here. I'd probably cut some of your higher CMC creatures for more low CMC knights. You probably want to treat your dragons like my Sunhome's Finest deck treats angels: sprinkle them in there, but don't make them a main attraction. Their CMC is usually fairly high.

Sunhome's finest generates a lot of 1/1's to bide time for a big angel to come out, but Knight's aren't quite as good at that as soldiers are, I'd add some more mana rocks and cut a big boy or two. Right now you're running about 22 Knights out of your 29 creatures, with three ways to get a limited number of tokens from what I'm seeing.


You might consider cutting Door of Destinies if you end up being more of a hybrid Knight-Dragon tribal, otherwise it's probably fine for now. I'd probably cut some equipment for commander protection and mana rocks.

Main Cuts: I'd cut these for sure, but there are a few more I'd lop off for other things.

  • Bloodforged Battle-Axe: It's a mana sink and you're going to be strapped for mana in Boros.
  • Godsend: This card isn't very useful in commander. If you exile a card it's gone, since they can't run multiple copies. If you hit their commander they'll just return it to their command zone instead of exiling it.
  • Sunforger: It's really just not that great. It's a mana sink and I actually cut it from my own deck.

Extra Cuts: I'd probably cut Forebear's Blade, Mind's Eye, and Obelisk of Urd as well. Obelisk is worse than Door of Destinies, so keep that latter if you're cutting one of the two. Mind's Eye is a good card, but I barely manage to take advantage of that in a mono-White deck crafted to ramp fast. Forebear's Blade is just so-so, it's not bad, but it's not great.

Add: You could consider Pearl Medallion or Ruby Medallion. I'd probably forgo both of those for what's below or maybe even a Boros Locket.

  • MindStone: Great mana rock with draw in case you really need it.
  • Swiftfoot Boots: You've got two commanders. Run swifties and greaves?
  • Worn Powerstone: It's a tap for two mana rock. Could be more than worth it for you.


I don't have a lot to add here. I'd probably want more instants in general, and I'm not a huge fan of Dawn Charm.


I'd probably cut Steelshaper's Gift for Blasphemous Act. It's half the price and a game winner if you manage to make your creatures indestructible, even for a turn.


I would cut Arch of Orazca and replace it with Terrain Generator. I'd find space somewhere in your artifacts to cut a card and add in a Reliquary Tower too. The 36th land is more important for your colors and you're more than likely to have a build up of cards with a big CMC in your hand at some point. Arch is a cool land, but you're going to rarely have that much mana on hand outside Green. If you're super set on having a card draw outlet like that, go for the Vanquisher's Banner.


I'd probably cut Quest for the Holy Relic for a copy of Honor of the Pure, but that's just me. I feel like the deck is built to go tall, but the tribe is made to go wide. If your deck wins because of commander damage, it's probably because you have two commanders, not necessarily because one of them got beefy.

AntiShisno on My Leading Lady

3 months ago

@crabclaw I like Blood Mist because I can choose a different creature each combat, so say I want to target Aurelia, the Warleader on the first combat but then I go for Brimaz, King of Oreskos on the second combat. I think Duelist's Heritage doesn’t work that way but I could be wrong. As with Terrain Generator, I’ll look into it. Seems promising.

Also, Leave No Trace is real handy in multiplayer games, especially against a mono-colored deck. Used it rarely because I don’t draw it often but there have been times when I’ve dismantled a few pillow-forts with it. It’s extremely potent in some cases.

crabclaw on My Leading Lady

3 months ago

Nice deck, I've never heard of Leave No Trace but that sounds potentially huge.

I was going to suggest using Duelist's Heritage over Blood Mist, but I think the latter works with Odric, Lunarch Marshal, while the former does not?

Terrain Generator works well with Land Tax, and is one of the few ways to actually ramp in boros.

Load more

Terrain Generator occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.23%

Red: 0.12%