
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Earthquake
Sorcery
Earthquake deals X damage to each creature without flying and each player.
Sk8mops on
By Thor's Hammer (Toralf Guide)
1 week ago
I realy like Toralf and your deck has inspired me a lot!
However, there are 2 points you described that I can't relate to....
I may be wrong, but your example with Zada, Hedron Grinder + Arcbond should not work as you describe. The problem is that the triggers are processed sequentially, and you can't just add up the individual damage of different triggers from Arcbond for the next step or trigger. With said 4 creatures on the battlefield, first of all your 4 creatures get 4 damage from Earthquake. Then for each of those creatures you get a trigger by Arcbond. The triggers then have to be processed one after the other (you just choose the order), while Zada, Toralf and Leyline Tyrant already die at this point (by the initial damage of Earthquake) if there is no indestructibility effect. Now you still get a trigger by the death of Leyline Tyrant, which you have to work off next. Then you choose one of the 4 triggers of Arcbond to be processed first and by this the only remaining creature you control with resistance >4 - namely Neheb - gets another 4 damage and you get another trigger by Arcbond. Then all your creatures are dead and you can still work off the remaining 4 triggers and deal 4 damage each time to all potentially remaining creatures of the opponents and to all players. So all together you would deal 20 damage to all players, ignoring the trigger of Leylines death and if you are the only one with creatures, instead of the 64 damage I calculated based on your variant.
And another point is your combo with Dualcaster Mage and Twinflame. Is it realy working like this? As I understand it, if you first cast Dualcaster Mage, next Twinflame would have to resolve to create the token of the mage. And when this token enters the battlefield, there is no more spell on the stack it could copy, because twinflame already resolved.
But if I'm wrong in any point please correct me, because I want to built a deck around Toralf as well in the near future.
PremiumCola on
Kardur, Everyone Fights No One Quits
1 week ago
wow Bedlam! what a gem. Will yoink that one tyvm.
I got a Kardur too. I use the likes of Earthquake or whatever X burn to finish everyone off. Seems to be a reliable closer.
Lordeh on
Mono-Red Dragon Tribal
1 month ago
Icbrgr on
Burny Oathbreaker
2 months ago
I have a very similar concept for my oathbreaker deck something that I'm running in mine that I think is need is Earthquake and Crackle with Power
aekrusty on
Mono-Red Dragon Tribal
3 months ago
Sarkhan's Triumph, Chaos Warp, Magmaquake, Blasphemous Act, Earthquake, Kindred Charge
carpecanum on
The Naughty List
4 months ago
I second the motion for Heartless Hidetsugu. One big murderous hit could end the game.
Pyrohemia buffs you boss and can take out blockers. Earthquake
Maybe Soul Conduit for giggles and life gain decks
Epicurus on
Calamity upon our Gates! (RGWU Giant Tribal)
6 months ago
Love it!
Having trouble trying to think of suggestions, but one thing does come to mind. I don't see any board wipes besides Realm-Cloaked Giant. They might be useful for the early game when opponents could be going wide while you build the resources to start dropping biggies.
All the classics like Wrath of God and such would factor in here. But also Earthquake, Starstorm and the like would be better late game when you have your giants on the board, because you can control the amount of damage dealt to everything. For that matter, spells like Anger of the Gods might be handy both early and late.
Hope that's helpful at all. Cheers!
carpecanum on
Klauth, The Hydramancer
8 months ago
Insurrection and Mob Rule. Rite of the Raging Storm
Anything that gives you an extra Attack phase will double your mana bonus
Earthquake can end the game, or Jaya's Immolating Inferno. Wurmcalling and Fanning the Flames are reuseable
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