Terrarion

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Standard Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eldritch Moon Common
Ravnica: City of Guilds Common

Combos Browse all

Terrarion

Artifact

Terrarion enters the battlefield tapped.

2, , Sacrifice Terrarion: Add two mana in any combination of colors to your mana pool.

When Terrarion is put into a graveyard from play, draw a card.

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Terrarion Discussion

KingMoney on Robotog

4 days ago

I am in love with the idea of an atog deck, but I would suggest a full playset of Foundry Inspector to free cast all of the artifacts suggested below, Ravenous Intruder because it is the main wincon of the deck, and a full playset of Pia's Revolution to compensate for when they put the artifact in the grave.

Adding a playset of Terrarion, Implement of Combustion, and Implement of Ferocity to combo off with the Foundry Inspector and the Ravenous Intruder to cycle through your deck to get to the Fling.

I would drop Treasure Keeper because you want to try to combo off turn 4.

I am a little skeptical of Hope of Ghirapur, but try it out to see how it goes because it is combo protection.

lagotripha on Robo-demons (budget)

2 weeks ago

Interesting idea, Salvage Slasher and Kiln Fiend play into the strategy fairly neatly, though I'd want to run a lot more 1-drops like Terrarion I can understant the budget issues with the other cards that do that. Mostly, I'd want more early game to fuel that improvise, things like Animation Module, Genesis Chamber, Myr Sire etc. You're running pretty high on the curve for modern, even with improvise speeding things up, so maindeck Golden Urn, Bottle Gnomes, Filigree Familiar, Golem's Heart, Profane Memento, Sun Droplet and Claws of Gix are all worth considering just to keep you in the game.

Todespudel on Pia's Revolution!! under 40 bucks!!!

4 weeks ago

Mechanized Production is way too slow in this deck.Since Pia's Revolution is slow on itself, the Aetherflux Reservoir and the cheap artifacts are keeping yourself alive, while Mechanized Production does nothing in this deck. What do you want to enchant anyways?

Since the token, Servo Schematic creates, dosn't end up in the graveyard, Servo schematic isn't very useful in my opinion.

Terrarion has the flaw, that it costs too much for what it does. Normally you only need one flexible mana anyways.

And you can use it as often as you want and don't have to sacrifice it for mana.

It's good for the general consistency. Since Aether Hubs aren't really practicable in this deck and I don't own Spire of Industry.

Sry, that I have to decline your suggestions, but I thought about this cards, too. :)

Immortalized on Pia's Revolution!! under 40 bucks!!!

1 month ago

Terrarion over prism. and i forget the name but a one drop two two gargoyle creature is good too.

NothingClever on 4-Color Revoltin' Developments (AMK)

1 month ago

jubale: thanks for the feedback. This deck is definitely strange. I think you may be under-appreciating all my Revolt enablers (I really should have done a write-up on the strategy/lack thereof this deck attempts to employ):

Key to the City: is the unsung hero of this deck. It enables Spire of Industry to produce any color of mana. It makes one of my creatures or +1 Gideon, Ally of Zendikar unblockable (maximum value for a Scrapheap Scrounger which cannot block). It gives Renegade Rallier a target or puts a Scrapheap Scrounger where I can use it from the graveyard. It lets me draw a card for during my untap step which is pretty great in a deck with such a low curve (I can still play 1+ other spells most turns). I actually wish I could squeeze one more of these in the Mainboard but I can't really justify it.

Renegade Map: makes 4 colors and only 20 lands workable and makes a 1 land starting hand playable. Enables Revolt and Spire of Industry.

Terrarion: Mana-fixing. Cheap draw. Enables Revolt and Spire of Industry.

Oath of Nissa: 3 chances to get me the land/creature/planeswalker I need. Planeswalker mana-fixing. Absolutely stupid T4 Revolt enabler with one Oath of Nissa on the battlefield already: play second Oath of Nissa then cast Renegade Rallier and target Oath of Nissa in the graveyard. You get 2 instances of 3 chances to refill your hand with what you need and play a threat/blocker that Crews a T2 Heart of Kiran allowing you to swing for 4 T3. You only spent 4 mana this turn... GG if you play Tamiyo, Field Researcher next turn to -2 and tap their creatures down, -1 to Crew Heart of Kiran and swing for 7. If you hit your land drops each turn you still have 1 mana available to play any of 18 1-cost cards in the deck and your hand is probably still half full of threats and shenanigans.

Unbridled Growth: Enables Revolt. Mana-fixing. Great draw. Great target for Renegade Rallier.

The above cards allow this deck to start with only a single land: Forest or other -producing land in an opening hand and perform well. They make turns potentially really busy (lots of draw and looking at the top x cards of your deck) and productive (casting 2+ spells a turn is pretty common). They also enable consistency: Oath of Nissa and Glint-Nest Crane provide 8 ways to get Scrapheap Scrounger for example.

Overall I am trying to out-value an opponent consistently throughout the game with draw/card-filtering/recursion/cheap, large threats and then punch through a bunch of damage mid to late game using Gideon, Ally of Zendikar and Heart of Kiran or any of my 3/2 creatures after either making them unblockable with Key to the City or tapping down creatures with Tamiyo, Field Researcher (who also lets me refill my hand). The majority of cards serve multiple purposes and have synergy with one another on the battlefield or in the graveyard and my creatures dying isn't really a big deal (because I can get more and play them for cheap).

Daedalus19876 on THE ATOG STRIKES BACK

2 months ago

GrayAlchemyst: I've been thinking about adding Terrarion for card draw and color filtering, in which case you may be correct. But at the moment, I think it's somewhat irrelevant which of the two are included, since I have no way to activate the ability currently :)

Boza on Atog Burgers

2 months ago

OK, lets start from the beginning - an atog focused deck feat Disciple of the Vault (pretty cool name for a metal band actually).

4 Atog and 4 Disciple of the Vault and 4 Galvanic Blast are the main deal. 48 cards left.

2 Fling are go for that route, since 4 Thoughtcast, 2 Perilous Research and 4 Prophetic Prism and 4 Chromatic Star and 2 Terrarion will be all-stars of drawing into them. 30 cards left.

17 lands should be plenty - all non-white artifact lands (16) + 1 Darksteel Citadel should set us up nicely. 13 cards left.

Affinity all-stars are next - 4 Frogmite for a free artifact, 4 Myr Enforcer for big free artifacts and 4 Carapace Forger for even more 4/4s for cheap. For the final slot, I have enjoyed running 1 Gearseeker Serpent.

Eiti3 on Mana Rock Opinions

2 months ago

Greetings and salutations. I'm here to ask your opinions on whether or not the following cards should be inserted into my Landless and Creatureless Narset deck.

Currently I am trying to make the deck more stable/reliable as the deck is currently "all theory" and only works if you shape your hand to a large degree. Of course, nothing I add or remove will ever make the deck 100% stable or reliable until Wizards prints more 0-CMC mana rocks. Until then, I am here with a list of a few 1-3 CMC drops that may benefit the deck until Wizards helps a bro out.

For now, the deck is sitting at 32 mana rocks, 4 instant/sorcery burst mana, and an Omniscience under the 'Mana' category. I want to bring that 32/36 (excluding Omniscience) up to a solid 40. I feel like 40% of the deck being mana producers would help stabilize it until new cards are printed.


America, Land(less) of the Free [Creatureless Too]

Commander / EDH Eiti3

SCORE: 192 | 86 COMMENTS | 22218 VIEWS | IN 51 FOLDERS


Group 1 doesn't help well with ramp really, however it gives the deck a bit of draw. I would like to similarize these to my 3-drops where the few amount of 3-drop mana rocks they either produce 2 mana on a single turn or draw a card. I like the idea of being able to draw cards when the Narset engine isn't enough. However, I don't know if that is enough to warrent running them and cutting other valuable cards.

Group 2 are the Diamonds, or how I refer to them as "ETB Tapped". I sincerely dislike rocks like this because I can't use their abilities right away, which may be needed to drop another rock or two before the turn ends, but it instead sits there... I also dislike them for when Narset plops them down and I can't use them immediately for cards like Mirari or simply any cards in my hand. Tell me if I'm ignorant and wrong, but I will need examples for my Tunnel Vision brain.

So... OPINIONS! I would appreciate anything blatant and honest, but I would absolutely love examples. My brain is a bit stubborn and is unable to see other perspectives unless shown. Additionally, if you have any other 0-2 CMC rocks, spells, etc (not lands or creatures -boo, bad) that help the deck be more stable and reliable in Turns 1-4, I would be willing to do pretty much anything. My only gripe is nothing 3CMC or above. (Unless they cost less for some reason like Affinity.)

Thanks, Eiti3

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