, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
|Want (10)||shpadoinkle , setojim , deathcore_cannon , JournoJared , deathdealer1225 , Tocqy1 , Creeds , Brianne , pksword1 , Anethera|
Printings View all
|Zendikar Rising: Commander (ZNC)||Common|
|Commander 2019 (C19)||Common|
|Ultimate Masters (UMA)||Common|
|Commander 2018 (C18)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||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|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
|Premium Deck Series: Slivers (PDS)||Common|
|2010 Core Set (M10)||Common|
|Tenth Edition (10E)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Terramorphic Expanse Discussion
1 week ago
Ah... so we're back with the Swords :)
If you feel like snooping on the last round, feel free to check it out link.
Feedback on Deino Show
The token copy is a bit tricky as it can either be incredibly powerful or rather weak depending on what creatures that player has available.
I like it and it seems controlled and fair. It'll be a bitch to fight against for token decks in multiplayer, as one hit to one of the neighbors (willing or unwilling) is likely going to clear your army.
The exile all graveyards is a tech option but one that is generally only applicable once, and then it's rather mediocre. Additionally both white and green has options to bring stuff back from the graveyard, so getting rid of their own seems a bit counter productive.
I feel this suggestion is definitely lackluster.
Feedback on Labrador64 Show
Straight land destruction on a repeatable trigger is spelling trouble. If you restricted it to non-lands AND replaced it, it could possibly be balanced - ala Ghost Quarter.
In OG Magic, land destruction was seldom a 3 CMC mana spell with Molten Rain and delved more into a 4 CMC mana spell for the most time like Craterize. I don't think that should be the precedent to set for these triggers.
Returning a land card from graveyard to the hand is nifty but does kinda target a niche of players - those that can afford fetch lands. Most players don't have lands in their graveyard as a rule, except those that plays fetch lands and those that mills - either by their own hand or by an opponent's.
I do hope WotC prints more functional reprints of Evolving Wilds and Terramorphic Expanse that are slow fetch lands but affordable. However so far they have been playing coy with granting these cards at common / uncommon. And the Prismatic Vista which only fetches basic lands but does it untapped is just as expensive as the fetch lands - despite the latter's ability to grab Dual lands or Dual land-esque cards with subtypes.
I feel like this should be considered when designing these cards. How easy is it to get the benefit of these triggers? How niche is this effect?
And forcing a Cruel Edict on the defending player is quite powerful. In most colors it would make more sense to block the attacking creature, but in Dimir colors your creature is likely to have evasion - thus granting it flavorful more power to Dimir creatures.
I like it.
I can't really say I disapprove of it, but it does feel "safe". Not particularly interesting.
The fight ability would seem more flavorful on the Gruul sword (and it's also where I placed it when I made my attempt) but it is interesting when you can combine Selesnya's ability to make their creatures indestructible and fighting without losing. Fight also makes a keyword like deathtouch very interesting as a removal option for other colors.
Again it's not bad, it's just a bit safe.
Feedback on StasisAbuser Show
It is however a bit broken on turn 4 to get a token of Agent of Treachery after you just discarded it yourself.
Either a CMC restriction or just granting you the ability to cast a creature from a graveyard with "You may spend mana as though it were mana of any color to cast that spell." to fix the balance on that a little.
Or it exiles a single card from a graveyard, if a creature you create a token of it. That means it's a single use. You can still set it up, but it's not repeatable.
The ability to snatch a creature card from your entire library and Pod that right into play also seems really broken.
I don't think the drawbacks on this when it's good (5 to 12 cards discarded) outweighs or equals the benefits. However when it's bad (like 0 to 3 cards bad) you really don't want to attack.
That's a really awkward spot for a Sword to be in. And as you said yourself it is likely OP.
Interesting design though. Alas a bit too scalable.
If you want to make an attempt that could more realistically see print, I would suggest you look through the existing Swords and try to limit the abilities to something that is not that scalable and more constant. Instead of being variables that can scale, make it do this particular thing and nothing more, nothing less.
Keep in mind that the ability should be useful and beneficial for most colors. It's okay if it fits better into one color or color pair than others but all should have some benefit of it. Like Sword of Fire and Ice grants card draw, which White and partially Red hungers for, especially in Commander, and is usually seen as "better" in those colors because it covers a weakness that color / color pair has.
1 week ago
Hey, nice budget version, less than $50 is impressive.
Command Tower is now less than $1 and is one of the best lands in Commander. Selesnya Sanctuary is another upgrade for a dual land. Quest for Renewal good with Emmara letting you create Soldiers or tap your tokens for other effects during each opponent's turn. Good repeatable draw with Mentor of the Meek. Glare of Subdual goes well with Renewal as opponent creature lockdown using tokens. Nullmage Shepherd can wreck opponents artifact or enchantment strategies.
Felidar Retreat is a new enchantment in Zendikar Rising for tokens. It's repeatable no mana cost Township effect or create a Cat token just by playing a land. Worth adding Evolving Wilds, Terramorphic Expanse and Myriad Landscape it adding Retreat. Champion of Lambholt can make your token army unblockable since she grows each time a token is created.
Jiang Yanggu, Wildcrafter combines well with Good-Fortune Unicorn to make each token created a mana dork. Jiang can put a counter on Emmara making it easier to tap her while also making mana. If going the Vehicle route for crew then Aethersphere Harvester and Untethered Express are some budget upgrades.
Cards to consider cutting:
- 2x Forest
- 2x Plains
- Blossoming Sands
- Anointer Priest
- Crusader of Odric
- Attended Healer
- Infiltration Lens
- Curse of Bounty
- Renegade Freighter
- Ovalchase Dragster
- Fleetwheel Cruiser
- Krosan Grip
- Entrapment Maneuver
- Collective Unconscious
Good luck with your deck.
1 week ago
Hiya! I think you've got a pretty solid deck here. I see one glaring problem with the deck- your 4-cmc slot is waaaaaaaay too crowded. 4-cmc is where Iroas is and 4-cmc is about the point where cards start to become clunky. Your average cmc in this deck is around 3.6. I suggest heavily trimming down on the 4-cmc slot and bumping up primarily the earlier slots as you've already got plenty of late game threats in the deck.
Also- I suggest cutting Evolving Wilds and Terramorphic Expanse for taplands that tap for both red and white. You don't have any obvious landfall synergies, so that makes these two fetchlands worse than a tap land that taps for both your colors.
2 weeks ago
This is a really cool deck! Never seen these cards used in this way. Might I suggest Evolving Wilds, Terramorphic Expanse, and Jund Panorama since they all sacrifice for Brians ability. Also Rancor is so much better than Strength in Numbers and also will stick around longer if you need to trample over multiple times.
3 weeks ago
TriusMalarky Awesome, thanks for thinking along! I like these nitty-gritty disussions.
Re: tapped lands suck
First off: My current tapped-count is at 6 (wilds, terramorphic, necro, path, vivid x 2) - I guess you could count 2 tango and 2 checklands for 0.5 tapland each, bringing our total to 8. With 37 lands I actually think the odds are pretty decent that I can run T1 tapland, T2 untapped land, enabling my 2cmc ramp spells and going from there. I'm therefore not sure this is all too bad, but a bit more in depth:
The idea behind Vivid Creek and Vivid Marsh is that they're lands that function as 3c lands most of the time (especially during set-up), and with proliferation going all of the time. It's also possible to use them without removing counters if you're using them on ramp for example, so it's not like they always deplete. I agree the tapped clause is a real cost for something that's not guaranteed, and I could be convinced they're not as great as I think they are, but I think they'd do OK.
I agree Evolving Wilds and Terramorphic Expanse aren't the best. I have thought about replacing these with tapped duals, but those don't help out my tango / check lands. It's very possible regular basics are better here though.
Awesome suggestion. They're more powerful than the vivid cycle for sure and, don't get me wrong, providing 2 mana as a land is amazing but:
they're not basics
they come into play tapped
they don't fix my mana
they end up literal dead really quickly if i don't find a proliferation piece (not having played the deck, this concerns me the most)
I'm tempted to try them because when it works it's amazing, but I don't think they're a slam dunk except for when you're in magical christmas land. I need to think about the times when the deck's not firing on all cilinders more than when everything's already going great (i.e. i have time to proliferate). If it turns out that i easily proliferate all the time i'll add them asap.
Re: Ramp and artifacts
This gets me to 4 signets, 3 talismans, chalice, prism, sol ring, that's 10 ramp < 3cmc. Adding cornucopia and relic gives me 12 which should get me one in hand roughly 60% of the time (almost 90% if you count the free mulligan as 7 extra looks) - which is great. Looking at my curve most of my business happens at 4cmc, so getting there asap is key.
Hard disagree on Throne of Geth. Have you played with this card? (I haven't.) It seems I'll have some (maybe even a lot of) spare artifacts lying around, which makes this repeated, instant speed proliferation. Absolute worst-case you can sac it to itself. I'd even argue this is very efficient (and cheap), even though the resource cost for using it is different. It seems like a great thing to copy with something like Saheeli, Sublime Artificer too.
Lithoform Engine may be inefficient, but doubling proliferate triggers or god-forbid planeswalker ultimates is simply too spicy not to run. You could be right but if this isn't the home for this card I'd like to find out.
I have to agree on Solemn Simulacrum - it's too expensive for the deck and doesn't really do much other than provide generic value. I think I'll cut this for another walker, maybe I'll try Jace, Cunning Castaway for the memes.
Thanks again for you time, I look forward to your reply
3 weeks ago
Cut all the taplands. Tar Pit was the only one with any sort of use and it was still garbage. With two Tango lands, you absolutely need basics. And, btw, a basic-heavy 3c edh manabase isn't as bad as you might initially think.
Recently I started thinking more about lands, and I've decided Evolving Wilds and Terramorphic Expanse, while easily recommended as universal lands, should never be run. They are worse fixing than a guildgate in anything with 3 or less colors.
Also, when it comes to ramp I tend to run about 10-ish, all 2 mana or less that all provide one mana every single turn. Then I go on top and add bigger or more specialized mana. Here I'm willing to provide some benefit of the doubt on Astral Cornucopia and Coalition Relic as they become really, really good with proliferate, but Lantern and Sphere are just bad. Run them on top of, not as part of, your core ramp package.
3 weeks ago
At first glance, here are some recommendations I have that have worked out for me and/or have synergy with your build: Purphoros, God of the Forge, Tunneling Geopede, Emiel the Blessed, Dockside Extortionist, Sakashima the Impostor, Spark Double, Finale of Devastation, Finale of Revelation, Pull from Tomorrow, Sphinx's Revelation, Expansion / Explosion, Windfall, Nahiri's Lithoforming, Lithoform Engine, Strionic Resonator, Felidar Retreat, Rites of Flourishing, Worldly Tutor, Enlightened Tutor, Winds of Abandon, Nissa, Vital Force, Evolving Wilds, Terramorphic Expanse, Flagstones of Trokair, Oboro, Palace in the Clouds, a few bounce lands. Just some ideas to toss around. Good luck with the deck!