Terravore

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Terravore

Creature — Lhurgoyf

Trample

Terravore's power and toughness are each equal to the number of land cards in all graveyards.

EDH 7 / 0
Titania, Gaea Incarnate feature for Abzan Lands

jamochawoke on Uurg eats everything

3 months ago

This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.

First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!

Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!

Terravore is nice if you never hit Cultivator in your games (or it gets hated out).

Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.

Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.

Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).

The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.

The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.

Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.

Assassin's Trophy for instant-cast targeted removal of EVERYTHING.

Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.

Casualties of War for when you need to get rid of a lot of different pests that turn.

Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.

Drown in Filth for a land-synergistic targeted removal that gets around indestructible.

Terror Tide for land-synergistic boardwipe that also gets around indestructible.

Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.

Rain of Filth for a MASSIVE spike in mana for that turn.

Worm Harvest for generating a TON of tokens off of the lands in your 'yard.

Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.

Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!

Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.

Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.

Life / Death for making an army out of your lands or pulling something out of your 'yard.

The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.

If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!

zapyourtumor on Lhurgoyf Tribal Because I Can

2 years ago

4x Tarmogoyf and 4x Terravore but not a single fetchland?

Poly_raptor on Klothys' crusaders

4 years ago

Gross deck! Love land destruction.

Maybe you could add Cryptolith Rite to turn all your creatures into dorks? If you’re short on your own lands.

Terravore would be kinda cool. As would Dingus Egg and Boil could do big things depending on the table, also Kudzu would be really funny.

I’d run these as all quite cheap, (if you can pick a championship deck copy of dust bowl)

Since you’re running Zuzo it might be worth having more rocks too,

Happy brewing, this deck looks a lot of fun :)

Titus7007 on The Goyf Farm

4 years ago

Yes, and I like it. I had taken the Terravore out just to make this deck some kind of format (Modern) but that's not really important to me anyway.

seshiro_of_the_orochi on The Goyf Farm

4 years ago

If I understand you correctly, you already own both Terravore and Tarmogoyf, right? If so, why not play both? I imagine something like this:

Go down to 23 lands, four of which should be either of the fetches. This frees up two slots. Drop the fourth copy of any of your instants and put three Terravore into that slot. What do you think?

Titus7007 on The Goyf Farm

4 years ago

Oh nice! I definitely like Evolving Wilds and Terramorphic Expanse in here. That almost makes me want to sub back in the Terravores

ObliviousGiant on Powerful Creature Cycles

4 years ago

DemonDragonJ Good question. There are several things to consider when a cycle of creatures is added to this list. Here are some of the things I look for:

Do most of the creatures in the cycle feature activated or triggered abilities that are unique, or have the highest potential of similar abilities from cards that came before their release? Does the creature cycle feature abilities that change the rules of the game for one or more players?

Examples: Arcanis the Omnipotent has one of the most efficient activated draw abilities on a creature, although the ability is not unique. Erebos, God of the Dead and Archetype of Imagination have an ability that changes the game. Opponents fail to get something that, under normal circumstances, they should.

If you removed abilities that fall under the first requirement, is the creature competent as compared to a vanilla creature of the same cmc?

Examples: Terravore, Combustible Gearhulk and Primeval Titan serve as good creatures for their mana cost, even though Primeval Titan and Combustable Gearhulk have triggered abilities that would fall under requirement #1.

The creature cycle features Gods or a unique creature type.

Hope that clears things up :)

dingusdingo on Looking To Build 5 Color …

4 years ago

You're going to have to run a lot of symmetrical effects (hit all players) and then run cards to get around them yourself. In a 4 player pod, if you 1 for 1 trade cards from hand for opponents lands, you're going to be really far behind. You start with 7 cards, while your opponents collectively have 21 cards. 1 for 1 trades are not the way to go about building this deck.

First, some cards that hate on lands. Winter Orb Static Orb Hokori, Dust Drinker

Now, some ways to negate the drawback

  • Boros Garrison and other bouncelands -> lets you get more from untapping just 1 land, and the bounce resets a land to enter untapped again
  • Lands that tap for 2+ mana -> Ancient Tomb City of Traitors Gaea's Cradle most of these are expensive-ish. Also check out depletion lands Remote Farm its a full cycle and they cheap.
  • Permanent untap effects -> Seedborn Muse and similar
  • Lots of artifact or creature based mana. Signets and Talismans are great in five color budget.

Next, some cards that destroy lands or hate on lands. Armageddon Boil Choke Flashfires Acid Rain Ravages of War Destructive Force Contamination Blood Moon Magus of the Moon Tsabo's Web Omen of Fire Strip Mine Wasteland Impending Disaster Tectonic Break Ruination Wildfire

Then we run some cards that let us recur lands, or like when lands break Ramunap Excavator Crucible of Worlds Life from the Loam Terravore The Gitrog Monster Titania, Protector of Argoth Splendid Reclamation

Add some lands matter cards, some ramp, and some good beaters, and you have a deck.

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