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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Territorial Dispute
Enchantment
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.
Players can't play lands.
SufferFromEDHD on Numot: Leave. Everything. Destroyed.
1 month ago
Even though Limited Resources didn't work out you piqued my curiosity. "Can't play lands" is a hefty and unique tax. Stumbled on this: Territorial Dispute. This is the home this jank needed to shine.
McDeity on Korvold
8 months ago
Lower the curve. Plan on running no more than 10 cards that cost 4 or more mana (ideally fewer), and rely on casting multiple small spells a turn rather than one or two big ones. Probably also cut the Decree of Annihilation effects, though Wildfire, Tectonic Break, Devastating Dreams, and Epicenter are more interesting. Territorial Dispute would be an amusing inclusion.
LoneCrusader on Yasova Friendless
7 years ago
I'm not sure about your budget, but Strip Mine and Crucible of Worlds should help in slowing down your opponents playing lands. Land Equilibrium, Ward of Bones and Territorial Dispute might also work. Territorial Dispute would work better if you play creatures that put lands into play, like Budoka Gardener.
I'd also strengthen your Twin combo by playing Kiki-Jiki, Mirror Breaker, Chord of Calling, Worldly Tutor, Mystical Tutor and Vexing Shusher if counterspells are prevalent in your meta.
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