|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Common|
|Duel Decks: Speed vs. Cunning||Common|
|Planechase 2012 Edition||Common|
|Duel Decks: Ajani vs. Nicol Bolas||Common|
|2011 Core Set||Common|
|Duel Decks: Phyrexia vs. The Coalition||Common|
|Premium Deck Series: Slivers||Common|
|2010 Core Set||Common|
Combos Browse all
, 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
18 hours ago
I hate to tell you but while your ramp suite is ok, it's not as heavy as a typical elf ramp suite is. And with 24 lands you still only have like 35 mana sources in the entire deck, which is not that many.
On top of that, you have a bunch of cards that work on the number of lands you run; see Burgeoning, Caged Sun, Horn of Greed. Espctually give your opponents more advantage than it gives you. Not to mention that part of your removal package, Devastation Tide, returns all nonland permanents to their owners' hands. This means you're shooting yourself in the foot when you cast this as you'll most likely have less lands than your opponents.
On top of that, the fact that you can play half the cards in your deck on turn 4 doesn't help your argument. Your average CMC is 3.4 and most of your cards are less than 7 CMC. This means that if you just hit your land drops for the first 4 turns then you could play half the cards in your deck.
The point of a ramp package is to accelerate play. On turn 4, you want to be seeing more like 6 mana (given the price range and intended meta). You want to be playing your commander on turn 3 consistently and turn 2 with a really good hand as Rashmi gives you card advantage to help refill your hand. As it stands, your deck cannot constistently do this.
The other thing is that since you're a control deck, you want to spend the first two to three turns ramping so that you have mana available to play something as well as have counterspell mana open. Even if you're playing mana dorks, if you're missing your land drops the ncome turn 4+ when you want to start countering things, you won't have the mana available. Or you will have to hold off playing things.
You could vey easily replace Spellbook, Copperhorn Scout, Ivy Lane Denizen, Fog, Wellwisher, Stolen Goods, Illusionist's Bracers, Psychosis Crawler and Mystic Genesis with lands and you wouldn't even notice. Especially if you use lands like Bant Panorama, Evolving Wilds, Terramorphic Expanse and Ash Barrens, they all provide some level of deck thinning. You also have utility lands like Alchemist's Refuge and Cephalid Coliseum which provide functionality above and beyond just tapping for mana.
1 day ago
Your deck is a bit unfocused to be playing a mill strategy, stealing creature doesn't help you for example. In a mono blue mill deck I'd expect:
- 4x Hedron Crab, go to creature for mill, since you want to play at least 1 land every turn. To back it up 2x Drowner Initiate, you will be casting blue spells.
- 4x Tome Scour, mill 5 for , its a good efficient spell.
- 4x Sanity Grinding, your mono blue, so this mills a fair bit normally.
- 4x Archive Trap, most modern decks use fetches or tutors, mill 13 for . To back it up 2x Trapmaker's Snare
- Either Altar of the Brood or Mindcrank depending on how creature based you want the deck to be.
- Either Tormod's Crypt or Relic of Progenitus to exile the milled cards, 2x main-decked and 2x in the sideboard.
Aside from this, if you are going creature based, both Jace's Phantasm and Nightveil Specter are worth looking at. If you want to maximise the effectiveness of Hedron Crab (and you do) then Evolving Wilds or Terramorphic Expanse are cheap ways to get two triggers.
3 days ago
Don't get me wrong, I love Temporal Spring more than most- but is it worth 4 slots? Might be. I jam Chittering Rats where they don't belong sometimes.
Upping your fetches (Terramorphic Expanse and Ash Barrens) loads up your graveyard faster. More fetches = more Brainstorms = more Insectile Aberration Flip. Commune with the Gods might serve a better purpose than Mental Note, but who knows?
3 days ago
Some card suggestions...
- Spellbook Another option to increase your hand size.
- Hedron Crab A must for mill, since you play land anyway and get the effect for free.
- Mistvein Borderpost, Terramorphic Expanse or Evolving Wilds mana fixing and 2 uses of the Hedron Crab.
- Reassembling Skeleton Goes from the graveyard to play, this is better than to hand other (pricier) cards have this effect too
- Tormod's Crypt or Relic of Progenitus Another way to exile the graveyard.
I need to have a think about more general comments, but the cards listed above are all worth having a look at...
3 days ago
I have a few suggestions that I think would help speed this deck up and make it even deadlier than it already is.
Cards I think you could live without:
My first suggestion is to add 4 or 5 more land. 31 land is very low, especially for a four color build, and missing land drops will hinder your game plan significantly.
Second suggestion is to consider more mana ramp. Having great ramp is essential to a quick, efficient start. Starting off slow will usually get you killed.
Third suggestion is cards I like for this theme. Just a few badass toys for your deck to mess around with.
Fun card suggestions:
6 days ago
Minor Change: I improved the manabase of another deck I own and as a result I have a spare Terramorphic Expanse and a Temple of Malice which are both replacing a Mountain in this deck. Terramorphic is there just because sometimes I need a shuffle effect when the bottom of my library is stacked unfavorably and the Temple is just gravy with the scry mechanic that works nicely with Grenzo.
1 week ago
This is a really cool version. A few things worth considering though are Concordant Crossroads, Zulaport Cutthroat, and Blood Artist. I wouldn't bother with Evolving Wilds or Terramorphic Expanse with just two colors but maybe you have a good reason in your meta, seems like it'd be better to just have another forest and swamp. My version Mistress of Poisons if you are interested, I left out infect as my group is pretty casual and still has a few new to the game types. I see Doubling Season in your maybe board which I wuold think of as a nonbo for this deck, too many negatives on your own stuff already to try and control it. Parallel Lives would be much better and easier on the wallet.
1 week ago
Hi, nice deck! I like the theme. I've got a few suggestions, if they're not what you're looking for pay me no mind.
35 lands and average CMC 4 seems low, even counting the emerge effect. There are still more good budget lands available: Temple of the False God, Evolving Wilds/Terramorphic Expanse, (which are probably better than Foul Orchard, but I don't know if that's included for flavor) and Drownyard Temple which synergizes with self-mill and fits in Innistrad flavor too. There's hardly any ramp here, what about Rampant Growth, Cultivate, etc?
Draw looks really light too, especially for UBG. I don't know if you are bound to flavor to the point of rejecting good ol' Concentrate, but we can find some on theme things like Treasure Cruise that appreciate the milling. Ancient Craving at least sounds like eldritch horror, and Read the Bones, Night's Whisper, and Sign in Blood all sort of work too. Sift seems better than Amass the Components since you'd rather discard than put to bottom, though Sift has no flavor.
As for what to take out that I haven't mentioned, what catches my eye as not pulling their weight are Altar of the Brood (without an infinite combo this will just help opponents), Enlightened Maniac (low impact, no graveyard synergy), Ludevic's Test Subject Flip (slow), Geralf's Masterpiece, Momir Vig, Simic Visionary (not a huge number of triggers for him, the only other blue AND green creature is Sidisi), and Brood Monitor (Nice with blink effects but you haven't any).