Tranquil Cove


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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 .

Price & Acquistion Set Price Alerts





Recent Decks

Tranquil Cove Discussion

Metachemist on Azor, the artificer

4 days 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 weeks 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

2 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!

Rusty_Shackleford on A Beginner Take On Control

2 months ago

The fundamental principle behind a control deck is what is known as "inevitability"--that is, the longer the game goes on the more inevitable it becomes that you will win, either because your opponent exhausts themselves, because you're playing more powerful cards in the late game, or both.

Therefore, your main focus needs to be surviving the early turns with efficient hard removal and counterspells--think 1-3 mana, and preferably at instant speed--followed up by cantrips / card advantage to see more of your deck and get ahead with more answers.

Your secondary focus should be having a viable and efficient win condition to quickly close out the game once you've taken control.

To that end, here's where I'd immediately make cuts: Mass Calcify (too slow), Rite of Replication (ditto), Tragic Arrogance (better options), Magus of the Tabernacle, Rhystic Study (only really good in multiplayer), Ghostly Prison (situational; pillow fort-y; sideboard card at best), and a couple of the Wall of Omens (you don't always want them but at least they replace themselves.) You can also cut a couple of lands by adding non-basics (discussed further below.)

Here are some potential adds (I'm assuming you want to stay budget, so all of these are relatively cheap:


Counterspell, Mana Leak, Disallow, Miscalculation.


Oblivion Ring, Swords to Plowshares, Detention Sphere, Path to Exile.

Card Advantage:

Ponder, Preordain, Glimmer of Genius, Sphinx's Revelation.

Other sweepers:

Wrath of God, Supreme Verdict, Rout.

The lands:

25-26 lands is typical for a control deck, depending on how high your mana curve is. Based on the above 25 is probably fine. You want stuff like Glacial Fortress that produce both colors. Temple of Enlightenment and Tranquil Cove are good budget options. Running these lands that produce multiple types of mana allow you to run a few lands that produce only one or no color but have a spell-like effect attached: i.e. Memorial to Genius or Tectonic Edge. This, in turn, gives you something to do if you draw basically nothing but land (colloquially known as "flooding out.")

Angel_Zero on Flying Super-budget

4 months ago

I would recommend Favorable Winds, Warden of Evos Isle and maybe Gravitational Shift and Sprite Noble. Also you will need some mana fixing so you could add Sejiri Refuge, Tranquil Cove and perhaps Azorius Chancery.

Load more