Tranquil Cove


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Eternal Masters (EMA) Common
Duel Decks: Blessed vs. Cursed (DDQ) Common
Fate Reforged (FRF) Basic land
Khans of Tarkir (KTK) Common

Combos Browse all

Tranquil Cove


Tranquil Cove enters the battlefield tapped.

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

: Gain or .

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Tranquil Cove Discussion

Imsomguy on Tamiyo Moon Sage U/W (Beginner)

1 month ago

First of all, I like your idea of gaining life in tandem with card draw. Life for the sake of life buys time, but that is about it.

Second, your mana curve is not bad either (and congrats on keeping it 60 cards!). You have a rough equivalency of white and blue cards paired with a rough equivalency of land.

That being said, I see a lot of cards of which you only have one copy. There is a value in being flexible, but you also must have a pretty solid strategy. Gaining life and drawing cards is great, but you have to have something to do with it. So, I would cut some of the cards with one copy (consider how often they actually come up in your games). Put 4 copies of a card (1 drawn about every 15 cards) that you want to see each and every game, 2 copies of cards you want most games, and 1 copy of cards that give you a good benefit even if the opponent destroys it the next turn (although counterspells help that a little). If there is a one-copy card you just cant convince yourself to get rid of, put it in your sideboard and try it out for a few games.

I would cut (blank) for the following reasons:

Evolving wilds: You generally don't need that in a 2 color deck, you'd rather have an untapped land. Pristine Talisman: Unless you can get 2 or 4 copies in your deck, if not, sideboard it. Felidar Cub: sideboard it and replace it with another Erase. Djeru's Renunciation: Replace with a "Bounce" Spell like Boomerang. Works offensively and defensively

As far as card suggestions go, pick your poison.... More: Mana Leak, Rune Snag, Reliquary Tower Some: Divinity of Pride, Soul Warden, Suture Priest, Angelic Accord, Tranquil Cove, Dictate of Kruphix, Blue Sun's Zenith, Rapid Hybridization, Spellbook, Whispersilk Cloak, Aqueous Form

TL;DR Don't build the deck too "flat" by having only one copy of essential cards, sideboard what you cant cut, and add some of these low-cost options to the deck. Remember: a lean deck is a successful deck. You can also get some good benefits from Scroll Thief if you can give it lifelink. Paired with Aqueous Form, you get a good glimpse of your top card before you draw it. Mana flooded? Scry it away! Mana thirsty? Scry away the high cost spell you would draw!

Metachemist on Azor, the artificer

1 month ago

Personally I'd cut Meandering River, Kabira Crossroads, Tranquil Cove, and Transguild Promenade and drop in Vivid Meadow, Plains, and two Island.

Hopefully you can score a Chromatic Lantern at either the Pre-release or soon after. If not, I'll snag an extra one the next time I do a bulk buy for a new deck and we can trade for it.

DemonDragonJ on Guilds of Ravnica: Spoilers and ...

2 months ago

The reprints of the guildgates are not too bad; I would have preferred the "lifelands" (i.e., Tranquil Cove, Dismal Backwater, and so forth), but at least WotC is not reprinting the worst dual lands of all again (i.e., Meandering River, Cinder Barrens, etc.).

Also, the reprinting of the guildgates suggests that the gate type will be mechanically relevant, again.

As long as I am mentioning lands, the basic lands with the frames that correspond to specific guilds are awesome, and I would not mind having some, unless are are more expensive than are normal basic lands.

I am especially fond of firemind's research, and I wonder if the artwork is suggesting that Niv-Mizzet somehow steals a planeswalker's spark, or artificially creates one for himself?

Meurth on Azorius mind

4 months ago

Control decks usually run a lot more lands, I recommend going up to about 24 so that on average you'll have 4 lands on turn 4. I'd take out Tranquil Cove for some basic lands and add more basic lands, most of your spells only have 1 colored symbol in their cost anyway.

Spell Queller is good here, not super cheap though

looking forward to updates!

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