Treacherous Terrain


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon

Combos Browse all

Treacherous Terrain


Treacherous Terrain deals damage to each oppopnent equal to the number of lands that player controls.

Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library)

Treacherous Terrain Discussion

JoosetheMuice on Niv-Mizzet Reborn

6 months ago

I would add more creatures, you don't have a ton of offense. Maybe Balefire Liege or Deathbringer Liege , they combo really well with Niv. I know you don't like it, but funnily enough Urban Evolution might fit. theres also the classic Countersquall if you decide you dont like Dimir Charm (which I don't). Deathsprout would also be a nice fit

I don't love Ethereal Absolution Ancient Excavation or Treacherous Terrain . I don't know how important the land cycling is in the cuts im recommending (I'm guessing very) but I like Torrent of Souls over Grave Upheaval and I don't think the cycling justifies these cards

Bloodytrailz on Wort: the Ramp Mother of Burn

8 months ago

Hey Matt,

Another list I'm in love with that I find out is by you.

Got a couple cards I'm curious about

Hour of Promise - 2 of any land lets us fetch up our strong utility lands (valakut, kessig wolf run)

Also this might be too meme-y but what about Repercussion . It seems like at least something to think about when you are running 13 or 20 damage board clears. Repercercussion + Star or Blasphemous can make for some gross things. (I know this one's a bit of a stretch given your 'don't play permanents' policy...however, it does give you a way to nuke a creature while still damaging it's controller.)

Scapeshift makes an interesting combo with Valakut as well. Sacrifice your lands to bring out valakut+mountains for an X based nuke spells where you change lands in play to lands from your deck. (Which gets them out of your deck for more live draws)

Animist's Awakening spell mastery is super easy to attain in this deck. Brings any land into play and we love copying X spells right? With a nice enough X and a big enough hit you most likely could follow this up with more ramp.

Collective Unconscious 1 more mana than shamanic revalation but still a good effect for draw in a token deck.

Treacherous Terrain it's no X spell, but it hits everyone for a decent chunk, especially when copied and combos with..

Tempt with Discovery if everyone in a 4 player pod says yes, and it's copied... you come out with 8 lands while giving the table 6, spread across 3 players. Grab that Valakut+a bunch of mountains and have fun :D (Worth note: My meta doesn't play with any 'must destroy' lands because we are like a 30-40% power level meta... so it might just be better for me as a meta call)

Pir's Whim honestly one of my favourite green cards. Ramp 2 of any land, destroy 6 artifact/enchants for 4 mana? Seems good. (Can also be used to buy some political favors for ramping another player.)

Wild Guess Tormenting voice #2 (slightly more restrictive casting cost)

Goblin Offensive just another X token win card (admittedly probably not as good as firecat blitz or tempt with vengeance but still a good way to gum up the ground)

I think that's probably enough things to think about for now haha.

LVL_666 on How mean is "too mean" ...

1 year ago

"How mean is "too mean", what do you consider off limits, and most importantly, how do you counter land-based ramp strategies if you can't touch the lands?"

So how mean is too mean?

  1. When you have 10 to 15 minute turns where you are just playing things non-stop, and the game basically turns into your opponents sitting there waiting on you.

  2. When you have a tier 1 deck, and everyone else is using a janky tier 3 or 4 deck.

What do you consider off limits?

Personally I have no issues with any single legal commander deck strategies. I do take issue with illegitimate strategies though i.e. illegally using multiple copies of cards, using unglued/unhinged cards etc. I mean, my "best deck" if you will is Slivers so I don't have much room to judge others on what is considered "valid" for EDH.

How do you counter land-based ramp strategies if you can't touch the lands?

Have opponents who have land-ramp based strats? That's just fine. Hit them with the following spells late game and reap the salt.

Ithyn on The Final 5 Partners

2 years ago

The Rakdos one should say "When CARDNAME etb, CARDNAME deals damage to each player equal to the number of lands that player controls." All damage in Magic has a source. Things don't just take damage.

The ability on the Rakdos one is also, to my knowledge, more of a Gruul thing. See Treacherous Terrain.

Hope that helps!

DoomOnYOU on conspiracy: token swarm/spells HYBRID goblin combo

2 years ago

I have never liked Wort, the Raidmother ever. I never gave her a second thought, but this deck seems amazing, and I love your choices. A conspired Treacherous Terrain? Brutal. Benefactor's Draught? Beautiful. I really like your list, +1. You've earned my upvote.

Austin_Smith_of_Cards on Magic of the Wilds

2 years ago

I'm pretty sure there's an easy way to break Paradox Engine in this kind of deck. Now your Gobbos will untap after every spell you play, which means you can use the same two creatures to copy each of your spells.

Harmonize and Cathartic Reunion both provide massive amounts of card advantage through conspire, refilling your hand so you can dump a ton more spells on your opponents.

Howl of the Horde potentially allows you to copy a single spell four times over. If that's going towards a direct damage X spell, this usually spells game over.

Regrowth is the best recursion tool your deck has access to; it effectively trades itself for two cards in your graveyard.

Kodama's Reach and Cultivate should be included for massive mana fixing and ramp.

Beast Within is your removal spell to take care of anything. Hard removal that can get rid of lands, planeswalkers, artifacts, enchantments, and creatures all in one card should be respected.

Shamanic Revelation refuels your hand and buffers up your life total a bit.

Purphoros, God of the Forge is essential to any red token strategy. Hard to remove, and directly attacks ALL your opponents.

Second Harvest has the potential to triple the number of tokens on your board.

Hull Breach blows up every single mana rock and pillow fort enchantment standing in your way to victory.

Treacherous Terrain finishes games. Not much else to say here; the basic landcycling versatility can be useful as well.

Clan Defiance can remove up to two creatures and still have enough energy to give your opponent a nice beating to the face. Copying it a second time opens a world of options.

Boundless Realms will ensure you will have all the mana you will ever need to play on your X spells.

Great decklist! Always love commander decks built around a theme.

Nemesis8 on Yidris, Chaos Storm

2 years ago

Thanks The_2ndpanda, I know the card but in my playgroup they play a lot of spells against artifacts/enchantments and counterspells, so in a multiplayer game to kill one player seems a little useless, I prefer cards like Treacherous Terrain to damage everyone and then kill with some Ignite Memories or Chandra's Ignition.

Anyway thanks for suggestion an for your upvote!!

Load more

Treacherous Terrain occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%