Terramorphic Expanse

Legality

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

Printings View all

Set Rarity
Commander 2017 (C17) Common
Commander Anthology (CMT) Common
Planechase Anthology (PCA) None
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Commander 2014 (C14) Common
Duel Decks: Speed vs Cunning (DDN) Common
Commander 2013 (C13) Common
Modern Masters (MMA) Common
Planechase 2012 Edition (PC2) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
MTG: Commander (CMD) Common
2011 Core Set (M11) Common
Archenemy (ARC) Common
Duel Decks: Phyrexia vs. The Coalition (DDE) Common
Premium Deck Series: Slivers (PDS) Common
Planechase (HOP) Common
2010 Core Set (M10) Common
Tenth Edition (10E) Common
Time Spiral (TSP) Common

Combos Browse all

Terramorphic Expanse

Land

, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.

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Terramorphic Expanse Discussion

Octrate on Daretti, Fun with Artifacts

1 day ago

I would look to add Shimmer Myr, Lodestone Golem, Gamble, Mirage Mirror, Paradox Engine, Expedition Map, All Is Dust, Combustible Gearhulk, Chaos Warp, Ruination, and Blood Moon.

I'd drop some of the following lands just for more basics: Dormant Volcano, Evolving Wilds, Terramorphic Expanse, Smoldering Crater. I'll understand if you keep the Urza lands, but I'm not a huge huge fan. You could consider also adding Arch of Orazca, and Maze of Ith.

Cards to cut: Myr Turbine, Hellkite Igniter, Metallic Mastery, Nim Deathmantle, Ashnod's Altar, Kurkesh, Onakke Ancient, Myr Battlesphere, and Thopter Assembly.

Just as a start.

thundering1 on Vorel Counters

6 days ago

I like the deck! As far as removal, there's always Devastation Tide and Evacuation and the one-sided Cyclonic Rift - but understand that last one will make you a target REALLY fast. Also see Nevinyrral's Disk just to get rid of pretty much EVERYTHING but Planeswalkers. For more land ramp, you can add a Terramorphic Expanse as well as the usual cadre of ramp spells (you're running green - go crazy with it) like Cultivate and Kodama's Reach and Seek the Horizon among others - just to thin your deck, so you're hopefully drawing answers instead of more lands. If you remove some of the creatures, you could easily make room for the mana ramp cards. Other cheap dual mana could include Simic Growth Chamber and Simic Guildgate if you want to save some money rather than diving straight for Breeding Pool expenses. And a Command Tower never hurts in a Commander deck - probably find one for around $1 (maybe cheaper) in a local shop. Could add some relatively cheap mana artifacts like Worn Powerstone or Mind Stone or Simic Signet or Simic Keyrune that will help things along the way, as well as something like Bident of Thassa for consistent card draw (of course, add things like Trailblazer's Boots (hey, EVERYONE has a nonbasic land or SEVERAL in Commander) or Whispersilk Cloak or Prowler's Helm to get them through - which will assist fatties late-game.

VanDerTroll on Sir Bounce-a-Lot

1 week ago

Hey, thanks for the comment!

Once I get my hands to Horn of Greed I will try it for sure.

Evolving Wilds , Terramorphic Expanse : I prefer to put my lands untapped ASAP so even though they can be used twice with Crucible of Worlds I prefer not to mess with my tempo early game.

Sword of the Animist , Blackblade Reforged : After playing the deck I realized that I don't want to attack with any of my creatures (apart from tokens) because most of the time I combo out. Also one iteration with Tatyova is more than enough so Helm of the Host is a win more. Wood Elves , Grow from the Ashes : On 3 CMC I prefer two for one ramp spells like Cultivate . I guess that I could try replacing Primal Growth for Grow to see how it goes.

Pervavita on Sir Bounce-a-Lot

1 week ago

Wood Elves, Evolving Wilds, Terramorphic Expanse, Grow from the Ashes, Sword of the Animist all give you more land enter the battlefield to ether draw cards and/or ramp.

Horn of Greed to give more card draw.

Helm of the Host you don't exile the token at end of turn so your going to duplicate your commander and draw more and more cards per land dropped.

Blackblade Reforged why not make a creature huge for all those lands you have?

Force_of_Willb on Shade of the Past

1 week ago

There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).

If i was to build i would try out something like this: Creatures (in order or preference):

1 - drops (8): Gravecrawler ($) or Bloodsoaked Champion / Dread Wanderer (budget) - recursion, threats that continue late game and can recover after a sweeper (maybe even one you cast yourself)

Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)

Typhoid Rats - unfavorable to block, trades favorably on defense late game

Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)

Vampire Lacerator, Guul Draz Vampire, or Cryptbreaker, Diregraf Ghoul - choices if you build vampires or zombies

2 - drops (8): Bloodghast, Scrapheap Scrounger - recursion threats

Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense

Most modern decks use Dark Confidant $$$ - some budget options to help draw cards could include Glint-Sleeve Siphoner, Pain Seer

3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.

if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.

Ruin Raider and Grim Haruspex can hep draw you cards to keep you gassed.

4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.

For zombies you could try a combination of Gray Merchant of Asphodel and Korlash, Heir to Blackblade as the legend multiples rule doesnt really count against him. Grave Titan could be an option too.

Vampires the choice is Vampire Nocturnus

Budget considerations include values cards like Nekrataal/Ravenous Chupacabra or Desecration Demon which has seen some success before.

For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.

For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important

bradtheimpaler13 on Muldrotha Budget

1 week ago

Really good start. Now you should work on getting some non basic lands to flesh out the deck and up your consistency. Evolving Wilds and Terramorphic Expanse are both pretty easy to obtain. Theres a lot of dual colored lands that are common and uncommon. Theres also good utility lands that can be very helpful. Cephalid Coliseum is really good in Muldrotha. Once you use its sacrifice ability you can replay it from your yard with Muldrotha's ability.

Spirits on Arahbo Kitty Voltron

2 weeks ago

Hi Pandistoteles,

Looking pretty good, fellow Arahbo, Roar of the World player, Arahbo, Xenagos... for Cats EDH

You have Evolving Wilds & Grasslands for mana fixing, don't forget there is Terramorphic Expanse as well.

Temple Garden would be a huge upgrade, as a forest and a plains it can be searched and pulled with various different ramp spells, eg: Nature's Lore can pull Temple Garden.

You need Sylvan Library, Sterling Grove can tutor it, also Enlightened Tutor (put on top of deck which sucks), but with so little draw in Selesnya the Sylvan Library is key.

Since you run Karametra, God of Harvests, have you considered Rhonas the Indomitable? Any Cat + Eminence = Rhonas the Indomitable can attack! 5/5 deathtouch, indestructible that can give trample to your Voltron cat! That's tempo.

Hammer of Nazahn is key to a Voltron strategy, especially the Bloodforged Battle-Axe. I would run an Eladamri's Call to pull Nazahn, Revered Bladesmith who can pull Hammer of Nazahn to the battlefield. It can also pull a Dryad Arbor as a modular / ramp spell too.

With so many artifacts you need a Puresteel Paladin, 1) He draws you a card when you play an artifact, that is amazing 2) He makes equip costs ! 3) With Leonin Shikari you can manipulate equipment at will. Add an Ancient Den and Tree of Tales gives you 2 more artifacts that you play as lands to get to the metalcraft on Puresteel Paladin. Sigarda's Aid also enables Voltron.

Parallel Lives (like Anointed Procession) is a CMC4 Doubling Season, won't double Fleecemane Lion monstrosity, but thats such a small sacrifice for the mana. There's also Primal Vigor but it's the same CMC as Doubling Season anyway.

Path to Exile is an awesome removal and a modular ramp if you need it as well (and have a creature).

Skyhunter Skirmisher is a nice built-in Doublestrike, which is awesome with equipments (especially ones with trample), but he does have a High CMC.

Heroic Intervention is a nice saving card, but with Privileged Position your probably okay.

Sword of Light and Shadow and the protection: makes it so you can't use the Eminence ability on the equipped creature. Maybe worth it for the recursion but keep that in mind.

I really dislike Sword of Vengeance, I've read all the articles on it, I don't think the equip makes this viable. I'd almost always rather have a Chariot of Victory in most cases, or in this case probably a Umezawa's Jitte.

Lost Leonin is a nice cat, with Ajani, Caller of the Pride + Eminence he eliminates a player with 10 infect. I personally use other Doublestrike enablers like Silverblade Paladin and Berserk + several other creature tutors to try and get him off quite early. Understand if you don't like the infect mechanic, but I would think about him, with Eminence he's a 2-turn timer as well.

Steelshaper's Gift can help get some consistency on pulling Swiftfoot Boots or the such to your hand. Lightning Greaves also doesn't work with the Eminence trigger, I decided the upside of the equip wasn't worth the Shroud. Also once you put a Lightning Greaves onto a cat, you can't equip anything else to it (due to shroud). If you have another creature you can Equip it off then Equip the other Equip, then Re-Equip it for , but leaves him unprotected for a second, and requires control of a second creature. When your playing Voltron, you usually don't have a bunch, but maybe you have tokens. Just thought I would mention anyway.

I always like Masterwork of Ingenuity in Voltron too, worst case I'm copying a mana rock and ramping, best case I'm doubling my best equipment. With a Sigarda's Aid out, yah!

Stoneforge Mystic is amazing, on a similar note Stonehewer Giant requires an immediate response too. I've found him a high threat level, and once out I'm just pulling solutions, like: Protection from , Trample, Lifelink, Deathtouch, Etc, whatever is needed to overcome the current blocking / board position, instant speed, and instant equip. Doesn't get much better than that!

I'd have to confirm, but I don't think Nacatl War-Pride extra tokens enter attacking, I think they just double the tokens but lose the attacking. They doubled ones may stay though, but might be exiled still, I would look into it. If they don't attack and don't stay, I'm not sure I would run him.

Not sure Ajani Unyielding is worth the mana cost, but, he does draw cards which is never a bad thing.

With more tutors, I found that I don't need to run both Behemoth Sledge and Loxodon Warhammer because instead I could just always tutor Loxodon Warhammer when I would have drawn Behemoth Sledge to get more consistent use of the more powerful equipments. But you've got some mass mana ramping going on here might not matter.

Hope you find something here useful, I would do Puresteel Paladin + Ancient Den + Tree of Tales at the very least anyway. +1

Ablgabl on Indulgent Tormentor PDH

2 weeks ago

Thanks for your comment :)

Removal: I'm about to play Ghastly Demise as soon as it arrives :D

Serrated Arrows is MVP most of the time, cause in my group there are generals like Mistmeadow Witch, Baleful Strix, Maverick Thopterist and lots of x/1 guys. Pure advantage.

Vendetta's life loss hurts sometimes, in some games I lose 10+ life by myself to: Crypt Rats, Sign in Blood like effects etc. so it didn't make the cut.

I lack removal for black creatures (maybe it's just what I feel after playing with Fleshbag Marauder for some time), maybe I'll play Ghastly Demise instead of Chill to the Bone, but I'll need to test it.

Discard: Tasigur's Cruelty is good because you can play it for like 1 mana and it's ok to get 1 or 2 cards, Unburden has cycling, but Unnerve is so bad in late-game, 4 mana is too much for 1 or 2 cards, besides it's always getting countered in my heavy blue group and you can always try to sneak play 1 mana Tasigur's Cruelty and don't lose a turn even if it's countered. Also we are playing 2HG, totem, or sometimes even 1vs1, cause my guys are dying after 1 hour of FFA when nothing's going on at some moments so cheap spells are favored cause the tempo is much more important there.

Vulturous Aven seems great, I'm definitely going to try it.

For Urborg Uprising I'm not sure if I'm ever gonna use it to get 2 cards back xd I'm a little low on creatures, and Gravedigger - Cadaver Imp synergy, when you get back one with another is so good, that I tried to also play Warren Pilferers but it was too expensive. Needs some testing.

Armillary Sphere is sooooo good it's staying for sure.

Ramp spells: I was wondering about bigger ones like Sisay's Ring but I don't like that they are doing nothing but getting destroyed. Small mana rocks were cut long ago because of that. The ones I'm playing are the best of the best, but I'm gonna think about getiing more.

It's hard at this point to cut anything and that's my biggest problem, Cannibalize and Ashes to Ashes are first on the list but haven't played them long enough so I'm not sure yet.

Also I've been wondering on playing regular swamps over Terramorphic Expanse, Evolving Wilds because shuffling isn't very powerful, and I need those swamps, so decreasing the chances for drawing lands isn't very good. What do you think? Haunted Fengraf is also likely to be cut cause I used it maybe 2 times this year and i need black/swamps to hit as hard as it's possible and regain as much life as I can.

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