Tunneling Geopede

Tunneling Geopede

Creature — Insect

Landfall—Whenever a land enters the battlefield under your control, Tunneling Geopede deals 1 damage to each opponent.

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Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Tunneling Geopede Discussion

Starsky2814 on Omnath, A Song of Creation and Chaos

1 day ago

Jensu08, the more I think about it. Wouldn’t you say Purphoros, God of the Forge would be a better fit than Tunneling Geopede? With the amount of creatures and tokens, especially that crazy Scute Swarm going off, seems like more devastating damage being dealt.

Starsky2814 on Omnath, A Song of Creation and Chaos

1 day ago

MindAblaze, I used to run Nissa, Vastwood Seer  Flip in my old Omnath, Locus of Rage build and removed it, because to me it felt slow for what it does. I did go ahead and add Wrenn and Six and removed Dualcaster Mage which eliminates the win con I had in here, but it doesn’t seem like it’s needed anyway. Shout out to rkjunior for that as well.

Jensu08, yeah, I’ve had turns where I have had insane amount of landfalls, especially when Ashaya, Soul of the Wild is out and I’m casting/flickering creatures. So I think Tunneling Geopede gets added at some point. It’ll be one of the next things I’ll probably make room for.

Jensu08 on Omnath, A Song of Creation and Chaos

1 day ago

Starsky2814 and rkjunior Since the deck is so heavily landfall you should definitely consider running Tunneling Geopede I've pinged at least 15 damage in a turn with that cards landfall triggers.

kraizor on Omnath, Locus of Creation feat. Landfall!

1 week ago

Update 17th of September:

1. Phylath, World Sculptor: I figured out, that at the time I can cast this guy, I have more than enough basic lands under my control, which means I can get enough tokens.
I replaced this for "Spoiler" Rampaging Baloths as this one gives me ETB tokens which I can pump as I need it.
2. Ancient GreenwardenTwo Landfall triggers in addition to playing lands out of your graveyard? 6 mana is huge, though worth the costs.
3. Tunneling Geopede: I honstely underestimated the power of this guy. One damage for each landfall trigger adds up and can close out games out of nowhere.
4. Moraug, Fury of Akoum. A powerhouse when it gets rolling. We are winning games with this, if unanswered.
5. Felidar Retreat: This card surprised me a lot in playtesting. Not only is it better than Zendikar's Roil but it is also more versatile at is gains us an overrun-esque effect.
6. Rude Awakening: I earlier removed this card from my deck, due to it feeling like a win more card, though I realized that I was too greedy and only wanted to use this card for its entwine costs.
After more testing it feels more like a better Mirari's Wake due to its versatility. More mana? No Problem. Trying to finish? No Problem. Trying to finish, but need just a bit more mana? No Problem.
1. Mirari's Wake: Exchanged for Rude Awakening as it is more versatile and technically give me the same benefits.
2. Coiling Oracle: Too often a swing and a miss. Not necessarily bad, but was not convinced from this one anymore.
3. Ghostly Flicker: Not sure about this one, as it is additional protection and can benefit mana if blinking Gaea's Cradle.
Will see how it pans out and if cutting it was a mistake. 4. Ramunap Excavator: Exchanged for Ancient Greenwarden. Also not sure about this one, as it ensures early land drops. Though, do not have problems with this early on most of the time.
5. Rampaging Baloths: Cutted for Phylath, World Sculptor as it benefits my deckstyle more.
6. Dig Through Time: Were not able to cast this card for its delve costs most of the time, as lands in the graveyard are often more valuable than in other decks.

1. Eternal Witness As is tradition, have to mention, that I want to play her.

Schafkurai on Jeskai Landfall

2 weeks ago

Love it! I'm tired of green landfall decks and was also thinking about all the other color combinations. There's a bunch of cool one's coming with Zendikar rising and a few more that you could consider would be the white creatures (Emeria Angel, Emeria Shepherd, Admonition Angel), the red pingers (Spitfire Lagac, Tunneling Geopede), good ramp/utility creatures (Knight of the White Orchid, Weathered Wayfarer). Useful artifacts include Ghirapur Orrery and Thaumatic Compass  Flip and some more lands that I find useful would be Ghost Town, all the "fetches" (Terramorphic Expanse, Fabled Passage, Evolving Wilds, Arid Mesa etc), the bouncelands e.g. Boros Garrison, Terrain Generator.

keep up the good work!

Hi_diddly_ho_neighbor on Advertise your COMMANDER deck!

2 months ago

Comment incoming shortly 1empyrean.

So here is a possible new permutation of my Lands deck. I've been toying around the idea of swapping out Lord Windgrace as the commander and replacing him with Mina and Denn, Wildborn. I am trying Mina and Denn out mainly because they are less threatening than Windgrace and I could re-purpose some cards for my Glissa deck. Plus I found that most of the finishers are the same or I have found a like-for-like replacement (i.e. Tunneling Geopede in place of Retreat to Hagra). I am posting it here to get some other eyes on the deck and to hear thoughts/opinions on the switch. Thanks in advance.



Azeworai on Radha, The Lands Matter To Me!

2 months ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

sub780lime on Casting No Shadow|Mono-Red Obosh

3 months ago

Putting in Furnace of Rath one too many doubling effects? Combustible Gearhulk could add fun shenanigans in here (and still meets your color restriction), especially with the sheer amount of 5 CMC cards you have. With so many activated creature abilities, haste enablers seem like they would be beneficial. Fervor is fairly low CMC for accomplishing that in mono red. Hammer of Purphoros would be another one. Thoughts on Zo-Zu the Punisher? It's a staple damage dealer and odd mana costed and seems to be a an easy swap with Tunneling Geopede.

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