Tranquil Cove

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH 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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Tranquil Cove Discussion

Jagd_Tallgeese on Saiyan's Landing

3 hours ago

Since Shu Yun benefits from a lot of noncreature spells, some counter spells and exile effects would be useful. Enchantment and artifact removal like Forsake the Wordly and Solemn Judgment would be useful. Norn's Annex, Propaganda, and Ghostly Prison can make it harder for opponent's to swing at you. Counter spells like Swan Song, Essence Scatter, Rebuff the Wicked, Mana Tithe, and Countermand provide protection and the necessary control aspect you might be looking for. Other creatures with Prowess and similar effects would benefit from what you have in mind. Monastery Swiftspear, Pristine Skywise, Cunning Breezedancer, and Pyre Hound to name a few. The Ravnica bounce lands you will want to add would be Azorius Chancery, Izzet Boilerworks, Boros Garrison, and the tricolor land Mystic Monastery. You can also add the other dual lands, Tranquil Cove, Wind-Scarred Crag, Prairie Stream, Irrigated Farmland, Inspiring Vantage, and Spirebluff Canal. Some must have artifacts are Elixir of Immortality, Venser's Journal, Chromatic Lantern, Jeskai Banner, and Argentum Armor. Hope this helps!

Landonius on Enchanted Blade

1 week ago

Well, to use the borderposts more efficiently, you might want to up the number of basic lands in your deck, maybe cutting Scoured Barrens or a Tranquil Cove. Going up to 4 Evolving Wilds could be helpful too to make sure you can get all 3 colors. I don't think I'd go overboard on borderposts, but 2 Fieldmist Borderpost and one Mistvein Borderpost seems reasonable. Also, if you want another two-mana removal-esque spell that's also multicolored, Curse of Chains and Pillory of the Sleepless are cool. It all depends on what works best during testing.

Oloro_Magic on W/U Prison

1 week ago

Replace Tranquil Cove and Port Town in the mana base, and then replace Peek with the win-con.

Vaan on Ashes of Avacyn

2 weeks ago

You should try to run more 4 offs on your deck, having lots of single copies of cards reduces the deck consistency and makes it feel very clunky. Also, since your goal is to build a deck with a strong late game you need to include the means to not die until you get there, so let's work on that first.

You're already running 3 Emancipation Angel, maybe adding 4 copies of Wall of Omens as a support cards is a good idea, Wall of Omens is a good blocker for the early game, draws you a card and is a great target for the Emancipation Angel effect. I recommend cutting some of the 6 mana cost cards for the Wall of Omens. Restoration Angel can also flick Wall of Omens and is a solid creature on its on, including 3 or 4 of them would be nice.

Archangel of Tithes has a solid body and helps slowing down an aggressive opponent, consider adding some to the deck.

Now, there are lots of cards on your deck that don't really help achieving your goal and can be cut without worries. I would start by cutting Tranquil Cove and Prairie Stream for 4 Emeria, The Sky Ruin. Sigarda's Aid only interacts with 4 cards on your deck, there's not enough support for it to be effective and every single artifact on the deck except Quicksilver Amulet can also be cut without problems. You can cut these cards for more early game bodies and support to your lifegain sub-theme with Lone Missionary/Inquisitor Exarch or removal with Path to Exile/Celestial Flare.

Also, Sun Titan is not an angel but does exactly what you're looking for.

IngensAstacus on The Wreckoning

1 month ago

SuhDudeMTG on Azorius: The Law

1 month ago

I like the suggestions, and you are correct about tapped lands slowing me down. How ever the Azorius Chancery is worth it to me, being that it is 2mana rather than 1 of either color. Im okay with sacrificing speed for a larger pool. the Azorius Chancery allows me to not need more land cards in my opinion, in turn allowing more space for spells and creatures, thats my main reason for using it. And it is way cheaper monetarily and i already have them. I also have the Tranquil Cove as well, though if i had the money i would consider the swaps. I mainly needed to know if i have the right about of mana for the cost of the deck. freakingShane

freakingShane on Azorius: The Law

1 month ago

By all means, keep the walkers! They are both good, for sure. Anything that I recommend is only just a suggestion, but the goal of any deck is to be enjoyed by its player. So any card(s) you enjoy playing, I highly suggest keeping them in!

Good swaps for the Path to Exiles. And as for your lands, it depends on your budget of course. Mana bases are where the money is, unfortunately. I would ultimately just recommend getting rid of Azorius Chancery because it is super slow. It comes in tapped (taking up one turn) and removes a land of yours (taking up two turns). Even running basics would be better, in my opinion.

If you can afford to run 4x Seachrome Coasts then I would say do that. Additionally, 4x Hallowed Fountains could replace Tranquil Cove. Again though, those are pricey. Bottom line is, anything that comes into play tapped slows you down, and with these decks you need to be fast and efficient to get that UW control started.

brokendwarf on Pauper Exalted Infect?

1 month ago

The manabase could probably be a bit more refined. You're running a 3 color deck with a lot of double-color and multi-color cards. Stuff like Blossoming Sands, Thornwood Falls, and Tranquil Cove.

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