Terravore

Terravore

Creature — Lhurgoyf

Trample

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

Browse Alters View at Gatherer

Printings View all

Set Rarity
Arena Cards (ARENA) Rare
Odyssey (ODY) Rare

Combos Browse all

Legality

Format Legality
Historic Legal
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
1v1 Commander Legal
Canadian Highlander Legal
Arena Legal
Leviathan Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Terravore Discussion

Poly_raptor on Klothys' crusaders

7 months 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

7 months 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

7 months 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

7 months 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

7 months 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 …

10 months 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.

dingusdingo on Non dredge gitrog deck.

1 year ago

This is a somewhat strange request. The interaction between Dakmor Salvage and The Gitrog Monster is extremely strong, and very cheap monetarily. You should consider running a couple dredge cards for value anyways, as hitting 2-3 extra draws off a dredge is an easy and once again cheap monetarily way to get ahead in card advantage.

To humor you though, here's what I'd probably run.

And from there, round it out with some efficient early game beaters, some spot removal, land ramp, and a bit of card draw.

clayperce on Modern Horizons Announced

1 year ago

I'm a Land Destruction fan too, and hoping for something like ...

As an aside, Shivan Wumpus is terrible in Modern. When ahead, it's just a win-more, and when behind, our opponent is more than happy to sac' a land, ruin out next draw, and keep beating face.

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