Deep Gnome Terramancer

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deep Gnome Terramancer

Creature — Gnome Wizard


Mold Earth — Whenever one or more lands enter the battlefield under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library. Do this only once each turn.

Bob_Spaghet on Halvar, Divine Voltron

1 month ago

Any thoughts on Deep Gnome Terramancer? This card has felt like an absolute monster every time I've played or played against it, and the number of Plains cards you run should be plenty to support it. It also has the marginal value of being a flash creature that you can put in on end step and load some equipment onto for a sneaky win.

AstroAA on Should I Put Talisman of …

3 months ago

White and Black aren't great in regards to ramp, but you could also play cards like Weathered Wayfarer, Knight of the White Orchid, and Gift of Estates. Deep Gnome Terramancer is another option if your group plays with a lot of fetches.

SufferFromEDHD on The Lion of Jamuraa

5 months ago

Always wanted to build one of the spellshapers but never got around to it. They were all kind of lackluster but you made the most out of it. You have built an awesome list.

I can't help but think flash would add insult to injury after Mageta.

Deep Gnome Terramancer ramp is crucial and you already have a mini landfall going on.

Archivist of Oghma and Alms Collector high quality card draw.

Gerrard's Hourglass Pendant colorless mass recursion with anti extra turns as the cherry on top.

Flawless Maneuver one sided Wrath.

Cosmic Intervention neat tech.

Soul of New Phyrexia great on theme discard fodder.

Gideon Blackblade seems really strong in this strategy.

Elspeth, Knight-Errant Planeswalker version of Avacyn, Angel of Hope

Pearl Medallion continuous mana rock.

Field of Ruin or Ghost Quarter could be upgraded to Dust Bowl. 21 plains to utilize in the late game.

H-E-N-R-Y on Rafiq Controltron

6 months ago

I like the idea of controlling the board and coming in for the kill with some big fun creatures/your commander! Cool concept, and I'm seeing a little lack of direction with the deck.

You have a very good ramp curve and if you want to use it to your advantage I would mix in some card draw.

You got some super scary creature cards in there and then some cards that just have me sitting there asking, why? I think these ones can probably get the cut for some make big spells for your commander: Temur Sabertooth,Reveillark, Deep Gnome Terramancer, Temur Sabertooth

I like what you have here, it just needs a little more of an edge and you'll have something really scary ;-)

Necramus on Queza, the Queefer

6 months ago

Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.

Things like:

Arterial Flow

The Meathook Massacre

Dovin's Veto

Spell Pierce


Ghostly Prison


Revenge of Ravens


Wrath of God

Supreme Verdict

Time Wipe


Mana Drain

Rhystic Study

Smothering Tithe

Sheoldred, the Apocalypse

Gray Merchant of Asphodel

Vampiric Tutor

Demonic Tutor

Search for Glory

Idyllic Tutor

Enlightened Tutor

Mystical Tutor

Cyclonic Rift

Murderous Rider

Feed the Swarm

Infernal Grasp

Fierce Guardianship

Deadly Rollick

Fateful Absence

Underworld Dreams

Ob Nixilis, the Hate-Twisted


Solve the Equation

Baleful Strix

Drown in the Loch

Mana Leak

Professor Onyx

Narset, Parter of Veils

Nihil Spellbomb

Arcane Signet

Azorius Signet

Orzhov Signet

Dimir Signet

Talisman of Dominance

Talisman of Progress

Esper Sentinel

Lion Sash

Swords to Plowshares

Deep Gnome Terramancer

Archivist of Oghma

Teferi's Protection

Teferi, Hero of Dominaria

Teferi, Time Raveler

Teferi, Master of Time

Dig Through Time

Drannith Magistrate

Malevolent Hermit  Flip

Aven Mindcensor


Aura of Silence

Sea Gate Restoration  Flip


Sphinx's Revelation

Authority of the Consuls

On Thin Ice

Generous Gift


Gitaxian Probe


Gadwick, the Wizened

The Magic Mirror

Echo of Eons

Narset's Reversal

Swift Reconfiguration

Land Tax

Blind Obedience

Darksteel Mutation

Grasp of Fate



Jace, the Mind Sculptor

You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.

I'd suggest going for some fetches, checks, and shocks like:

Flooded Strand

Polluted Delta

Marsh Flats

Hallowed Fountain

Glacial Fortress

Watery Grave

Drowned Catacomb

Godless Shrine

Isolated Chapel

Deserted Beach

Shattered Sanctum

Shipwreck Marsh

Command Tower

You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.

I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!

Don't tell Rett I gave you so many suggestions XD


jjmac112 on unBillieveable

7 months ago

Brion Stoutarm deck:

The Stoutarm

Commander / EDH jjmac112


So this is the deck as it was pre changes. First of all, I think you'll notice that I swapped 17 cards, not 15 lol. Secondly, you'll see that Osgir, the Reconstructor has taken Brion's job. After all the changes the deck has been through I found myself rarely casting Brion and the few time I've played with Osgir have been valuable experiences ;)

Cards out: Brion Stoutarm, Felidar Sovereign, Gisela, Blade of Goldnight, Avacyn, Angel of Hope, Serra Avatar, Iroas, God of Victory, Descend upon the Sinful, Elspeth, Knight-Errant, Magma Phoenix, Prison Term, Figure of Destiny, Student of Warfare, Prophetic Flamespeaker, Land Tax, Dawn of Hope, Lone Rider  Flip, Needle Spires

So with Brion out so too are the cards that combo with him the most like Serra Avatar and Magma Phoenix. With everything else I just needed to make space for stuff that I can squeeze a little (or a lot) more value out of. The one thing I am thinking should find its way back is Gisela, Blade of Goldnight. It's a powerful finisher and I'm now short on things that can take my board state and put an end to the game.

Cards in: Nahiri, the Lithomancer, Zirda, the Dawnwaker, Venerable Warsinger, Feldon of the Third Path, Battle Angels of Tyr, Dockside Extortionist, Deep Gnome Terramancer, Archivist of Oghma, Akiri, Line-Slinger, Wheel of Fortune, Faithless Looting, Teferi's Protection, Anointed Procession, Smuggler's Share, Expedition Map, Swiftfoot Boots, Darksteel Citadel

Also, I just realize I should add Rustvale Bridge and Treasure Vault

Masterful on Necronomicon | Teysa Karlov | Primer

8 months ago

Foster_I_Am Since all the way back in quarantine, I've been playing a ton online with a semi-consistent group of friends. Since we have access to all the cards online, everyone fully kits out their decks with fast mana, card draw, tutors, etc. For example, every green deck plays Gaea's Cradle + Crop Rotation and every blue deck plays Rhystic Study and Cyclonic Rift. We also constantly building decks, usually with every game having 2-3 new decks, so I get to test a big sample size of different strategies. I'd agree that my meta is 7.5-8 on average, but that definition varies depending on how you define it. While we do play strong cards, we often hold back in certain areas to make the game more fun for each other. We sometimes play stax cards but never stax decks, don't often play super fast win-combos, and encourage combat and early damage. One way we pull that off is by limiting starting life total to 30. We like how this powers up aggro, which usually isn't a viable strategy, makes games a bit faster, and makes powerful life-paying effects more risky. This means when I play Teysa, Necropotence, Ancient Tomb, and Mana Crypt are weaker for me than in most metas. However, they're still so strong I don't think twice about not playing them.

Imperial Seal is a good card, but I wouldn't say it's 100% necessary. It'd be our worst tutor in the deck, but if you have the spare money it'd definitely be an upgrade. I'm working on an update hopefully soon, and I'll give it a try myself. It never hurts to have another Skullclamp tutor.

Cabal Coffers is much trickier in 2 color decks than in mono black. I used to run it but found myself lacking in the basics department for Land Tax, Knight of the White Orchid, etc. so it got the cut. I also found I didn't often have it and Urborg, Tomb of Yawgmoth out as consistently as I wanted. In most games, it was either a dead land early or only produced 1-2 mana. However, I actually think I was playing it wrong. Because coffers+urborg is such an insane combo, it may be worth it to run them and extra tutors to get them as the main ramp plan for the deck. Being a non-green deck, one of our main weaknesses is a lack of mana in the mid-late game. With more tutors like Imperial Seal and maybe Expedition Map, I see the consistency of the combo increasing a lot and being worth building around.

I don't find myself color screwed enough to play Mana Confluence, City of Brass, or Reflecting Pool. I think they're worse on average than most of our duals/fetches because of costing life for every tap and pool's inconsistency. I'm thinking of doing another manabase overhaul to cut fetches and play around Deep Gnome Terramancer, Archivist of Oghma, Opposition Agent, Deathrite Shaman, and the other cards that restrict or punish library searching and extra land drops. In that case, I'll review all the dual lands again.

Cheers and great discussion!

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