Tranquil Cove

Legality

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

Printings View all

Set Rarity
Eternal Masters Common
Duel Decks: Blessed vs Cursed Common
Fate Reforged Basic land
Khans of Tarkir Common

Combos Browse all

Tranquil Cove

Land

Tranquil Cove enters the battlefield tapped.

When Tranquil Cove enters the battlefield, you gain 1 life.

: Add or to your mana pool.

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0.03 TIX $0.02 Foil

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Tranquil Cove Discussion

AllhydeNoJekyll on Chancellor Palpatine

1 day ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

brambleman on Casual 30 sheckles

4 days ago

Tranquil Cove is better than the guildgates and you can afford a few cents more without crossing your budget.

lil_cheez on Brago, King Eternal

1 week ago

The Manifest thing was very nice. Also I think you mistyped Tranquil Cove

bellz76 on W/U Zombie Tokens

3 weeks ago

Well, if you have multiple toolkits out, it's more than 1 mana. But all the creatures with embalm are more expensive from the yard, so the toolkit helps so you can play more than 1 a turn. And with the procession out, that's a good thing.

Some other removal? Well, there are some good cards, it just depends on how you want to play it. Blessed Alliance has multiple uses, but the removal part makes them sacrifice so you don't get to choose, but you also don't target the creature so it can get around hexproof. Cast Out is very solid removal- it's the Angel just without the creature part. Stasis Snare is cheaper than castout, but it only hits creatures. Immolating Glare just kills an attacking creature, so that's good too. Skywhaler's Shot is narrow in that it only kills power 3 or greater creatures, but it also let's you scry. You also might want to think about a couple Fumigate. It kills everything, but all your creatures come back so, might be good. Kind of a non-bo with the angel though. Blue's removal is more focused on bouncing than actually removing, so that's why I focused more on the white.

Another FYI- Tranquil Cove is not standard legal. Irrigated Farmland, Port Town, Prairie Stream, Aether Hub, and Meandering River are your legal standard multi color lands that you might consider.

Hey- do you have a smart phone? There are TONs on MTG apps that let you search through cards and you can set it to only show you standard. MTG Familiar is the best for android, but there are others for iphones.

Gattison on Az' Holes

3 weeks ago

Atony1400: First of all, let me say it's pretty cool that you always try and suggest something. Thanks, and I appreciate that. =)

Now down to the nitty gritty, you're right that I could use some non-basics. However I'm going to go with 3x Tranquil Cove and 3x Azorius Chancery, which is my usual set-up.

LarkhHarthorn on Saaafe!

1 month ago

Your enchantments are not totally protected from removal; they can still be targeted in response to the upkeep trigger for Concerted Effort. Perhaps you could include Privileged Position or Greater Auramancy for extra protection, though this still doesn't help against Back to Nature effects. Your permanents don't get protection the turn they enter so most are weak to removal that turn, especially Elite Arcanist, so a few counter spells might not be a bad idea as well. They would also be useful against Back to Nature effects so Counterspell and similar are good suggestions for main deck and your Cunning Wish sideboard cards. Rewind is also a nice counter spell to play with Azorius Chancery.

For the lands why not use Tranquil Cove instead of Coastal Tower, this works better with your strategy to use Azorius Chancery to reuse land enter the battle effects.

As for your three perceived weaknesses one of the best solutions to card burn/mill is Elixir of Immortality and since you are in white you could play Wheel of Sun and Moon instead. Either way these are sideboard cards as I don't think you need them main deck given your deck isn't going to draw itself out. I don't think you are that weak to infect since protection negates infect (as long as you can get Opalescence out early enough to create blockers) and you have Spellskite to steal any pump spells. For alternative win conditions counter spells are a good choice, and fit with my earlier suggestions, otherwise you can add cards like Nevermore to your sideboard.

nonjon on Fancy Pants - Pure (C/U)

2 months ago

(16) MODERN PURE decks as of 04/17/17


Delver and the Hasteful Eight (BLUE/RED)

10 spells, 20 land

Sideboard: Pyroclasm, Relic of Progenitus, Smash to Smithereens, Shrine of Burning Rage


Elves (GREEN/black)

10 spells, 20 land

Sideboard: Doom Blade, Elves of Deep Shadow, Putrefy, Naturalize


Veterans (WHITE commons only)

10 spells, 20 land

Sideboard: Journey to Nowhere, Kor Hookmaster, Kor Sanctifiers, Infantry Veteran


Soul Sisters (WHITE)

10 spells, 20 land

Sideboard: Harm's Way, Celestial Purge, Faith's Fetters, Armored Ascension


Goblin Tokens (RED)

10 spells, 20 land

Sideboard: Electrickery, Massive Raid, Destructive Tampering, Goblin Rally


Drain Inspector (BLACK)

9 spells, 24 land

Sideboard: Consume Spirit, Marsh Casualties, Shrieking Affliction, Mind Sludge


Trondrazi Fire (RED/GREEN)

9 spells, 24 land

Sideboard: Lightning Bolt, Shrapnel Blast, Darksteel Sentinel, Volcanic Geyser


Spellbombo (ESPER - WHITE/BLUE/BLACK)

10 spells, 20 land

Sideboard: Disciple of the Vault, Restoration Specialist, Nihil Spellbomb, Sunbeam Spellbomb


Bogle Battle Rattle (GREEN/RED)

10 spells, 20 land

Sideboard: Giant Growth, Electrickery, Destructive Revelry, Fling


Faeries (BLUE/BLACK)

10 spells, 20 land

Sideboard: Doom Blade, Agony Warp, Negate, Faerie Harbinger


Mill-town (BLUE/BLACK)

9 spells, 24 land

Sideboard: Balustrade Spy, Far / Away, Psychic Spiral, Illness in the Ranks


Lingering Tokens (WHITE/black)

10 spells, 20 land

Sideboard: Doom Blade, Rootborn Defenses, Marsh Casualties, Phantom General


Warriors (WHITE/BLACK)

10 spells, 20 land

Sideboard: Rush of Battle, Timely Hordemate, Grasp of Darkness, Raiders' Spoils


Viralbots (BLUE)

10 spells, 20 land

Sideboard: AEtherize, Corpse Cur, Rapid Hybridization, Corrupted Conscience


Dorkless Burn (RED/white)

10 spells, 20 land

All do damage to the face, a bit more than half can aim for creatures too.

Sideboard: Pyroclasm, Searing Blood, Smash to Smithereens, Journey to Nowhere


Fancy Pants (WHITE/blue)

10 spells, 20 land

Sideboard: Auramancer, Recumbent Bliss, Eel Umbra, Ordeal of Heliod


(16) MODERN PURE decks as of 04/17/17


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