Tranquil Cove

Legality

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

Land

Tranquil Cove enters the battlefield tapped.

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

: Gain or .

Price & Acquistion Set Price Alerts

C18

EMA

DDQ

Ebay

Tranquil Cove Discussion

triproberts12 on The great Temptress of Esper

6 days ago

I like the updates! With Blue Sun's Zenith, Capsize, and Debt to the Deathless, you're probably good on infinite mana wincons. A couple of small things to consider: You'll probably want to run Momentary Blink over Cloudshift. The extra value is worth the mana inefficiency is Commander. Also, regardless of whether or not you decide to put in the infinite Drake/Great Whale combo, I would put in Possessed Skaab over Mnemonic Wall. The body is about the same value, and having the flexibility to return a creature is major upside. Also, Trinket Mage would be an upgrade over Trophy Mage. The former gets you Sol Ring and Wayfarer's Bauble, while the latter gets you Worn Powerstone and Darksteel Ingot. I would also ditch Temple of the False God. It's pretty bad in general, but even more so in a 3-color deck. A basic land would be better, although Temple of Deceit , Temple of Silence , and Temple of Enlightenment , or even Zhalfirin Void would be huge upgrades with your theme. Aether Hub is also pretty bad. Some affordable upgrades include Vivid Creek , Vivid Meadow , Vivid Marsh , Arcane Sanctum , Terramorphic Expanse , Jwar Isle Refuge , Scoured Barrens , Sejiri Refuge , and Tranquil Cove . Finally, if you're going to run Karn's Temporal Sundering, you'll probably want another legendary or two, whether that's Kaya, Ghost Assassin , Obzedat, Ghost Council , Aminatou, the Fateshifter , Brago, King Eternal , or Vela the Nightclad.

eliakimras on The Great Depression Tazri Budget 40$

2 weeks ago

Since you're in 5-colors, it might be wise to run Exotic Orchard (often you get 4 or 5 colors on this land), Cascading Cataracts (for General Tazri's ability) and Battlefield Forge. // Also, Arcane Sanctum, Crumbling Necropolis, Savage Lands, Seaside Citadel and Murmuring Bosk (fetchable Forest) should replace the non-gate taplands: Bloodfell Caves, Dismal Backwater, Swiftwater Cliffs, Tranquil Cove and Wind-Scarred Crag. // You don't need to dedicate 10 guildgates to Circuitous Route, you just need 5 or 6 to have wide variety of options to fetch. Since this deck is heavy on green and white, you can take out the guildgates that don't generate green or white (Dimir Guildgate, Rakdos Guildgate, Izzet Guildgate) for Vivid Meadow, Vivid Grove and Vivid Crag, because these can give you all 5 colors. // It is better not to run spells that cost double mana of a splash color, like Diabolic Tutor (it might be hard to cast it when you want it).

WhichKing on Law is for Opponents

4 weeks ago

Since you are playing a two-colour deck you do not need a lot of colour-fixing. Other than special ability lands, you do not need lands that give you multiple colours. Back to Basics is an extremely powerful effect that you should capitalize on for your "Law" deck.

You can cut the following cards:

and replace them with a Terramorphic Expanse, Evolving Wilds and basic Islands and Plains.

WhichKing on Bruna - Swing or Fling

1 month ago

Honestly you're playing a two-colour deck so I don't think you need that much colour-fixing with nonbasics that come into play tapped. I would cut Azorius Guildgate, Flagstones of Trokair, Irrigated Farmland, Prairie Stream, Sejiri Refuge, Temple of the False God and Tranquil Cove. That's seven cards. I'd probably put 4 basic lands and 3 additional artifact ramp.

ANemoAcids on Instant Speed Tribal (<$100 BUDGET)

1 month ago

Just a momentary thought: Budget upgrades could include the land upgrades?

Flooded Strand, Minamo, School at Water's Edge, Hallowed Fountain (For those you just take away 2x islands and 1x Plains)

  1. -Island, +Myriad Landscape

  2. -Azorius Guildgate, +Adarkar Wastes

  3. -Meandering River, +Prairie Stream

  4. -Sejiri Refuge, +Glacial Fortress

  5. -Tranquil Cove, +Port Town

Those seem like excellent includes for once you've purchased the other ones and you're looking to finish the job.

Thanks for the upgrades guide, I've made a lot of use of it, adding some into the mainboard, and reserving a few that will be bought along with the 100 in the list, as a 15 card 'sideboard' of sorts, used to add in cards to power up the deck depending on what strengths I'm playing against.

3 changes I made though:

  1. -Kefnet the Mindful for Slinn Voda, the Rising Deep (Another cyclonic rift bounce effect vs. Kefnets self bounce for weird card advantage)

  2. -Azami, Lady of Scrolls Solemn Simulacrum (I feel like Simulacrum does what Azami wants to do with better consistency, you only really want to be paying UUU for a creature that is its own excellent engine, such as Arcanis. Azami needs way more wizards in the list to really get pumping, and unlike a Simulacrum, players will immediately respond to an Azami, they know it will generate game-winning card advantage, vs flashing in a chump block simulacrum for pure value-town, much faster than Azami's slow roller. Also, colour-less mana fixing. God bless).

  3. I kept Hushwing Gryff when I added Kira to mainboard, and instead dropped Aven Mindcensor for Kira, Great Glass-Spinner. The reason behind this being my playgroup has a krenko, as well as a bunch of other tribals. Tribal ETB's are powerful, I can't say no to keeping a hushwing in my back pocket. If I verse someone I know will play johnny combo, and search their library, I'll change between Censor and Hushwing accordingly.

My version of your list (which I just ordered as a nice christmas present to myself!):

Enral's Instant Speed Tribal Copy

+1 from me!

eliakimras on Atraxa help

1 month ago

Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet  Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).

DiabeticFire on Dakkon Blackblade Commander

1 month ago

For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.

Utility: Reliquary Tower Homeward Path

Mana Fixing:

Fetches: Terramorphic Expanse, Evolving Wilds

Tri Color: Arcane Sanctum, Esper Panorama, Command Tower

Scry Lands: Temple of Deceit, Temple of Enlightenment, Temple of Silence

Bounce Lands: Azorius Chancery, Dimir Aqueduct, Orzhov Basilica

Check Lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel

Gain Lands: Dismal Backwater, Scoured Barrens, Tranquil Cove

Guildgates: Azorius Guildgate, Dimir Guildgate, Orzhov Guildgate

Tap Lands: Forsaken Sanctuary, Meandering River, Submerged Boneyard

P.S. Hour of Devastation is not allowed in your deck.

DrowZgam3r on Shaolin Form #3, Azorius Control Style Kung Fu

2 months ago

I really like your deck and admire your desire to make inexpensive edh decks. That being said I do believe there are some ways you could improve this deck without breaking the budget.

While you do have plenty of board wipe effects I notice that you only have a few single target removal spells. Board wipes are great but the problem is the fact that they are sorcery speed. The ability to react on your opponents turn is invaluable so I would highly recommend adding one or two more instant speed removal spells. Some notable ones would be

I also think there are some counterspell's you would be better off for running that are pretty cheap.

  • Sinister Sabotage is basically a Cancel with upside and still pretty cheap.
  • Rewind is almost free in the late game.
  • Foil is a budget Force of Will that would fit great in your deck given your high island count.
  • Arcane Denial is just a solid counter spell in EDH since it replaces itself and the advantage it gives your opponent is mitigated by the multiplayer format.
  • I would also recommend running Forbid since you seem to draw so many cards but this one is a little more pricey.
Of all your counterspells I do believe that any of these would be better than Cancel,Mana Leak, or Spell Pierce

The only other general improvement I would recommend would be try to add some dual lands. Even if they come into play tapped, dual lands do wonders to help a deck perform at its best. Some really budget ones I'd recommend are.

And since you do have such a robust instant package I would also recommend considering running Tidespout Tyrant as another finisher type card.

I really do like your deck and what you have made so far, but I would like you to at least consider these options to further improve your deck.

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