Treacherous Terrain


Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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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)

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Treacherous Terrain Discussion

Austin_Smith_of_Cards on Magic of the Wilds

7 months 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

8 months 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!!

filkinsmark on pillow draw

8 months ago

Some cards to consider, off of similar buildsBlunt the Assault, Treacherous Terrain, Manifold Insights, Ghirapur Orrery, Wild Evocation, Rite of the Raging Storm, Lurking Predators, Fevered Visions (This one is awesome), Helix Pinnacle would give you another win-condition, Pulsemage Advocate, Azor's Elocutors w/ Progenitor Mimic would be another win-con

chaosumbreon87 on Four-Color Hugs

9 months ago

I do not like the bouncelands for the 2 for 1 that people can do with strip mine effects. 37 lands is enough anyway so the replacement for that could be Mana Confluence. Treacherous Terrain will almost never deal lethal damage so there are better wins than that. I don't see the point to Empyrial Plate nor Angel's Grace as you're not doing lethal and there's no combo for angels grace so its a dead card. same thing for Assault Suit. That should be 7 cuts for you to put in a wincon or 2 then some of your other adds.

TheRedGoat on Sam's Sweet Onions

9 months ago

Okay. First, you've got to ask yourself an important question.

Do I want to win any games with this deck?

If the answer is yes, then you've got the completely wrong build for it, but I'll get to that later.

Now, if the answer was no, then there's a couple of things you need to understand. Namely what your playgroup is like. Are you in a combo heavy meta or a fat creatures one? Or storm? Do you allow use of the Eldrazi titans in your group or cards normally banned in multiplayer? Once you've got these type of things understood you can figure out what cards I'm about to suggest should or should not be added.

Firstly, I feel you need some strict upgrades in you defense. Namely cards like Swans of Bryn Argoll coming in for probably Kraum, Ludevic's Opus. Remember that you don't care what you give your opponents an advantage in so long as they don't kill you with it. In that regard, you need a means of getting hexproof for yourself. Psychosis Crawler coming out for Orbs of Warding would be what I recommend.

Next up would be I think the removal of Keening Stone and Oath of Druids. Sure you might have an opponent or even two that want their graveyard to be full of stuff. But those same players may also be using very degenerate combo wins that lock everyone else out of the game. Rather than go a policing route, Forced Fruition can easily replace the stone for overloading people with card advantage. If you really do have graveyard loving players, let them decide what they want to pitch to the grave or not. To replace the oath however, I'd throw in a healthy dose of Telepathy so you can tell when someone is about to "go off" in a manner that you know will make everyone feel bad, thus giving you/everyone else time to ward them off.

For others it'll merely be a matter of keeping yourself in the game. Arcane Melee is another card that really just helps one type of player, so Clever Impersonator should let you just double up on whatever else you're using to protect yourself or accelerate the game. Reverse the Sands is also a card that will honestly just get abused when you make the (other) most annoying player on the table the easiest target, so a Beacon of Immortality will be better I feel.

The only other definitive replacements I see needed are Treacherous Terrain being traded out for Zhur-Taa Ancient and Gaea's Herald becoming Vexing Shusher. Any other cards to utilize from there, which likely includes many of what I've already suggested anyway, should basically be tailored to your playgroup and however you want to see the games unfold. I'd treat it as "do I want to be so helpful as to play Spectral Searchlight? or do I want to just want to play Guided Passage and see what happens?

Now to very lightly get back to you on that "yes I do want to win" scenario, I'll have to wait and see what you say your meta is like before I make suggestions for it. I will say though that virtually any type of win condition is open to you that won't deny your deck the group hug tag. Even aggro if you can believe me.

Jestrix on Lands Lives Matter (BLOODLUST Edition)

9 months ago

Wow! First off, great presentation! I've not understood how cool the layouts here on Tapped Out can be, I'm fairly new here.

Second, this deck looks fantastic! You already know I like Landfall, but the only Omnath deck I've seen before have been Elemental tribals, this is so much cooler (or should I say hotter?) ;)

Two cards come to mind; Horn of Greed and Treacherous Terrain

Horn of greed will be nuts with all the lands you can play, and Trecherous Terrain is a nice bomb late game :)

Kyoril on Wort

9 months ago

Changelog: December 8th, 2016

- [[Mountain]]
- [[Explore]]
- [[Natural Connection]]
- [[Burn Away]]
- [[Bonds of Mortality]]

+ [[Spinerock Knoll]]
+ [[Beast Within]]
+ [[Collective Voyage]]
+ [[Tempt with Discovery]]
+ [[Treacherous Terrain]]
Updated for Commander 2016. Removed some hate cards that are no longer relevant

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