
Legality
Format | Legality |
Pre-release | Legal |
Tiny Leaders | Legal |
Frontier | Legal |
Vintage | Legal |
Penny Dreadful | Legal |
Pioneer | Legal |
Commander / EDH | Legal |
Noble | Legal |
Hero | Legal |
Magic Duels | Legal |
Brawl | Legal |
Block Constructed | Legal |
Standard | Legal |
Arena | Legal |
1v1 Commander | Legal |
Canadian Highlander | Legal |
Leviathan | Legal |
Duel Commander | Legal |
Unformat | Legal |
Heirloom | Legal |
Modern | Legal |
Pauper | Legal |
Pauper EDH | Legal |
Legacy | Legal |
Casual | Legal |
Oathbreaker | Legal |
Printings View all
Set | Rarity |
Commander 2018 (C18) | Uncommon |
Core Set 2019 (M19) | Basic land |
Commander 2017 (C17) | Uncommon |
Amonkhet (AKH) | Common |
Aether Revolt (AER) | Common |
Oath of the Gatewatch (OGW) | Uncommon |
Combos Browse all
Tranquil Expanse
Land
Tranquil Expanse enters the battlefield tapped.
: Gain or .
Set Price Alerts
Recent Decks
Tranquil Expanse Discussion
Simerix on
Grow your Greens
2 months ago
I like the overall idea. I'd cut cards like Verdant Embrace and Prodigious Growth because their CMC is too high for your mana base and are slow for the speed of your deck. Avacyn's Pilgrim is probably better for our deck that Llanowar Elves .
Tranquil Expanse is a really bad land. Try cheap dual lands such as Sunpetal Grove . Better lands will make sure you get your 2 drop out on turn 2. Fortified Village is another good option.
Shapers' Sanctuary is a good sideboard card. I don't know if I'd run it in the mainboard.
Look for ways to give your creatures indestructible or hexproof. Gods Willing works pretty well, but you are susceptible to board wipes.
griffstick on
Marisi's Twinclaws Voltron
2 months ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
BMHKain on One Day until Throne of ...
3 months ago
As Throne of Eldraine Spoilers are flowing like a Fairy Tale Epic, I'll try to explain my reasons for things not mentioned for Allied Colors here yet. Before I do, Delay looks great, but how does Suspend work, & how good is it against opponents? I also suppose all ten Ravnica Signets & Talismans are better than Arcane Signet ? I'm intrigued about this; it seems like:
Is this where the rankings stand for Overall Power for these Mana Rocks? Just checking to be sure.
Finally, I still am guessing there's no substitute for Demonic Tutor unless anyone can say different. For now, though, It's a lost cause. Anyways, the list:
Arctic Flats Snow Taplands
Elfhame Palace / Tranquil Expanse Generic Tap Duals
Gavony Township Innistrad Location Duals
Grasslands Tap Fetches
Horizon Canopy Future-Sighted/Horizon Duals (Missing 4 other allied cards.)
Riftstone Portal Graveyard Duals (Or something...)
Saltcrusted Steppe Storage Duals
Sungrass Prairie The Crappy Fetchlands
Tranquil Garden / Vec Townships Slow Tap Lands
Veldt Duals Utilizing Depletion Counters
Vitu-Ghazi, the City-Tree Ravnica Location Duals
Anything else as Dual Lands you may already be familiar w/. I just wanted to mention the worst Allied-Only, Nearly awful Allied-Only, & nothing else. Since I'm reduced to a situation where nearly all my cards in my Landbase need to not ETB Tapped, I want your opinions on the worst of the worst. & I'd like your opinions for the ones that didn't get noted that ETB Tapped, but is still good; which bumps off, for instance:
Blossoming Sands / Graypelt Refuge Lifegain Lands
Stirring Wildwood Man Lands
Temple of Plenty Scry Lands
Selesnya Guildgate Guild Lands
If I'm missing out on anything, either:
A: It's a more common Two Color Land than these types.
B: So many use them, there is no point in mentioning them here.
C: Other...
Sorry for the inconvenience for all these kinds of lands. I just want to see as too which ones are worth adding... Thanks in advance.
eliakimras on
First EDH deck: Mayael
4 months ago
Some hints I can give about your manabase:
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Krosan Verge allows great fixing by fetching Sheltered Thicket , Scattered Groves , Cinder Glade , Canopy Vista , Stomping Ground , Temple Garden and Sacred Foundry .
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Blighted Woodland is also a great land to ramp you when you don't have anything to do in the turn. Sungrass Prairie , Battlefield Forge , Fortified Village , Command Tower and Exotic Orchard can also be all stars here.
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I would take out Temple of the False God , Drownyard Temple , Opal Palace , Saltcrusted Steppe and Tranquil Expanse for the lands above. Colorless mana doesn't help casting Mayael the Anima , so you better avoid it.
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Rhythm of the Wild is a better Fervor .
kamarupa on
A Bigger Boat
4 months ago
The wraths won't buy you time if you can't cast them in time. Maybe if you had some ramp - the first two creatures I suggest don't bounce anything back to your hand. For the AVG CMC here, you probably need 2 more lands to avoid missing a land-drop.
Quicksilver Fountain would be very janky here, but it might be useful. Depends on the meta. I'd suggest playtesting with it (or a proxy if in paper) in place of Spreading Seas and see how it compares. One very slight function would that lands that got counters after a Blood Moon hit would turn back into islands for you, which would grant you some license to incorporate more non-basics.
Halimar Depths will speed things up here. Slow-lands like Tranquil Expanse are pure junk and only for the most budget-tight decks. Halimar Depths isn't that. It's a utility you build into your mana-base. You have more spells at 4CMC or more than you have less, and an AVG CMC of almost 4. You'll likely have turns you won't have enough mana to cast anything anyway, so Halimar Depths won't slow you down. Also, it can help with Devastation Tide , which is kind of important given that Serum Visions cantrips before it scrys. Besides, I only suggested you add 1 copy. You probably won't even notice it's there.
My rule of thumb for draw card is the same as it is for tokens - as close as possible to a 1 draw or token per 1 mana spent. So Chart a Course is darn good, provided you can meet the conditional. And in trying to meet that conditional, you'll probably be helping your deck out anyway, because those early bodies will be more effective at keeping you in the game on turns 1-4 than 2 Remands and 3 Vapor Snags. Following my rule of thumb, Divination is considerably better than Jace's Ingenuity - costing 1.33 mana per draw vs 1.66. The artifact route also offers a nice draw card spell in Thoughtcast , but you already said you don't want to go that route. The other draw card that's a great deal in mono-blue is Visions of Beyond . And while you do have 3x Search for Azcanta Flip, that seems too slow to work in the long run. Also, I'm generally not a fan of cantrips, as they're essentially just deck thinning, and very few decks are reliable enough to have open slots to thin with. Finally, I don't see any major advantage to instant-speed draw card spells. Sorcery is the common speed for draw-card.
eliakimras on
Gishath's Dino Army
8 months ago
You might consider some land ramp for early Gishath on board: Rampant Growth , Farseek , Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Ranger's Path , Skyshroud Claim and Hour of Promise will do it. You might also consider swap some suboptimal lands for more basics: Blighted Steppe , Tranquil Expanse , Timber Gorge , Rugged Highlands , Vivid Meadow .
+GhostDragon+ on
Karametra
11 months ago
Change Log:
(-) Wild Wanderer (+) Elvish Rejuvenator; Swapped out to reduce cost for very similar ability.
(-) Sol Ring (+) Lifecrafter's Bestiary; Sol Ring is good but only drawn in first three turns and the Lifecrafter's Bestiary will serve me better I think.
(-) Temple of Plenty, Temple of the False God, Gateway Plaza, Blighted Woodland, Survivors' Encampment, Selesnya Guildgate, Krosan Verge, Tranquil Expanse (+) 4x Plains & 4x Forest; For more basic lands to get from Karametra, God of Harvests
HydraDragon123 on
Karametra
11 months ago
hey, +GhostDragon+, sorry about the triple comment, I'm not sure what happened there.
Yeah, it's hard to remember if a card is banned in commander sometimes, so sometimes I just go through the ban list to double check, I've nearly been caught out before.
Yeah, I feel like cards like Gateway Plaza are best in five-colour decks that need the colour fixing, and even then, I don't run those type of cards in my Ur-Dragon deck.
I'm not sure how likely Contamination is in your meta, I've never played against it, nor seen it used whenever I play. Though my Meta doesn't have don't many black decks, it's more white, Green and red-based decks, so my experiences probably don't reflect yours.
As for lands to cut, I would cut Tranquil Expanse, Temple of the False God, Temple of Plenty, and possibly Detection Tower. Tranquil Expanse doesn't seem worth not having a forest/plains, it taps when entering, and gives you nothing. Temple of the False God is not worth needing the five lands to activate it, from my experiences seeing it played at least. Your deck might be able to work it. Temple of Plenty has the same problems as Tranquil Expanse, but gives you a scry, but this deck is going to be doing a lot of shuffling so would it matter? Detection Tower's usefulness is meta dependent. If you aren't facing a lot of hexproof creatures, I wouldn't play it.
Huh, I didn't see that combo. That's probably why I'm not a combo player. Emeria, The Sky Ruin is great with ETBs. But I did not see it working with High Market.
Well, it is all about what you want to play, so you go with that. It would be cool to see the updated deck.
No worries +GhostDragon+
Tranquil Expanse occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%