|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Uncommon|
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Creature — Insect
Landfall—Whenever a land enters the battlefield under your control, Tunneling Geopede deals 1 damage to each opponent.
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Tunneling Geopede Discussion
1 month ago
Grove Rumbler + 3 Lands is a 10/10 which can make the game much faster, but does not work early that well
Retreat to Kazandu is a genius card! You can buff whatever or gain live a lot
2 months ago
This deck is fun. It's not blatantly threatening enough to draw early hate but dang it can build up fast. Won a game last night with a well timed Price of Progress. Got it past a Force of Will with a Fork. All the small incremental damages add up to some serious mana.
Tunneling Geopede and Firebrand Archer are both inconspicuous but drop a land for turn, cast something like Sizzle and suddenly you have 15 mana on your second main (4 players assumed) and you've dealt 5 to all opponents.
I realize Guttersnipe is missing. I'll rectify that ASAP.
I also realize that dedicated lifegain decks will stand up well to this deck. I may need to find something to shore up that hole.
2 months ago
Thanks for commenting on my deck, figured I'd comment on yours. How does Akoum Firebird work out for you? I'd think in most situations I wouldn't want to spend 6 mana for a 3/3. Have you thought about Tunneling Geopede? He's managed to get me a lot of damage in some games.
3 months ago
Hey hoardofnotions, good to see you again,
I really like Lifegift and I would love to try it out. However, I don't think I want to replace offshoot with it. That card is mainly there because it's a defensive 1-drop to deter aggressive decks, while still being relevant to our strategy. It also has the benefit that I more often end up with 2 landfall cards before I drop my commander.
I will try it out and see how it performs. Thanks for the tip!
3 months ago
So here's a fun trick from my landfall Commander Deck:
Turn 2 play Scouting Trek, pull 20-30 basic lands and put them on top of your library.
Turn 3 play Countryside Crusher.
Turn 4 all of those lands will drop into your graveyard from the Crusher who is now massive. Hopefully you can play Mina and Denn, Wildborn (who I'd recommend as your commander. Leave some basics in your library just in case nobody kills him because you'll mill yourself out, but a 30+/30+ on turn 4 draws a lot of attention. Let him die, feign disgust, he's done his job. You'll seem like you aren't a threat anymore and you'll have a few turns to make your next move.
Now that your deck is thinned you should be able to get to Omnath, Locus of Rage quickly. Make sure you can follow it up with Splendid Reclamation to drop 20-30 Elemental Tokens. Even better if you also have Zendikar's Roil to also make a ton of 2/2's. Now you are a ticking time bomb. A board wipe will kill everyone but you. If you have Radiant Flames or Breath of Darigaaz or even Hour of Devastation you can detonate everything yourself. Of course you can also just attack... but that's no fun.
Rampaging Baloths is almost just as good as Omnath at making a gigantic pile of creature tokens.
Another fun way to sustain drops is with Crucible of Worlds and the new Ramunap Excavator and then Seismic Assault to throw and play land from your graveyard to get damage and landfall triggers. Some way to sacrifice land again to continue the cycle helps like Cosmic Larva, Devastating Summons, and Greater Gargadon.
Anyway, just a few things to chew on. Decks like this really want at least 40-45 land. Seems high but you want as much as possible. Good luck :)
3 months ago
I am not sure I would say that Farseek does nothing -- but I do not think it is worse running either. Sakura-Tribe Elder would likely be better. But there are lots of options you can go with landfall. You can go for a midrange sort of build using landfall triggers on things like Steppe Lynx, Rampaging Baloths, and Plated Geopede. You can go combo with Knight of the Reliquary and Retreat to Coralhelm; or Sakura-Tribe Scout, Minamo, School at Water's Edge/Simic Growth Chamber, Retreat to Coralhelm, and Hedron Crab/Retreat to Hagra/Scrib Nibblers/Tunneling Geopede. Or you can just do the tried and true combo of Scapeshift and Valakut, the Molten Pinnacle. Or you can mix and match a little bit. But before I go into terribly much detail, what exactly do you want the deck to do? I am not seeing a super cohesive theme aside from get lots of lands.
3 months ago
Seems like you'd want to take advantage of having many lands hitting the field or the yard at once.
Jaddi Offshoot as a nice little blocker that will gain you a ton of life. A solid one drop.
The Gitrog Monster is a popular land engine to draw extra cards while cycling or destroying lands. It's also a huge threatening creature that is somewhat difficult to deal with. Allows you to play extra land as well. Pairs incredibly well with Ramanup Excavator and Mina and Denn.
Mina and Denn, Wildborn allows you to play even more land in a turn and has a means of granting trample to itself or others while also guaranteeing land drops after picking up your own lands. Awesome with Constrictor and Tracker who don't otherwise have trample.
Noose Constrictor gives you a way to pitch lands for free to make it bigger while drawing cards (Gitrog) and pairs nicely with Gitrog and Excavator.
Ghirapur Orrery more land drops and potentially even more draw. Pairs very well with Constrictor as you can dump your hand at the end of your opponent's turn to draw 4 new cards.
Tireless Tracker because landfall to give you card advantage and size advantage.
Tunneling Geopede would require a splash of red, but absolutely devastating source of repeatable damage.
Undergrowth Champion is really hard to deal with. Fantastic underutilized creature.
Just some ideas from decks laying around. Too bad most of those cycle out of rotation in a few months and would require playing Jund, but lots of neat tricks to play around with. Could even consider a copy of Omnath, Locus of Rage for all of those landfall triggers to generate explosive 5/5 elementals.
Food for thought, good luck :)
4 months ago
I think you need 4 Retreat to Coralhelm, since that's the real piece of the combo that doesn't have a duplicate. Tideforce Elemental, I think is the closest one, but then you would need a ton of blue mana, and the elemental would have to stay on the battlefield for a turn.
Maybe Skyshroud Ranger could add some redundancy to your combo, since it does the same thing as the snake scout.
I imagine the nut draw something like this:
Turn 1: Land, Sakura-Tribe Scout
Turn 2: Land, tap scout to get a third land Retreat to Coralhelm
I love this deck idea. I think you don't need those planeswalkers, or any of your instants or your elf ally, but I'm not sure what other cards would support your strategy.