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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Glacial Chasm
Land
Cumulative upkeep — Pay 2 life. *(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this unless you pay the upkeep cost for each age counter on this.) *
When this enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
FadingReality on
building
3 weeks ago
Gol ding it!!! Forgot a few suggestions. Here they are.
Reanimate (mentioned it in comment #2 but forgot to list in comment #3 which is the actual list of suggestions)
Archdruid's Charm*** (can't recommend this enough. It's removal. It's a tutor. It's ramp. It can get any land in the game at instant speed. Very important for getting Glacial Chasm consistently and at the exact right moment)
Sowing Mycospawn (You run enough colorless sources to be able use its land destruction ability. It main purpose will be to increase your critical mass of any-land-in-the-game tutors and you don't even need to worry about having colorless for that.
If you add mycospawn and archdruid's along with expedition map while not cutting world map, you'll have a whopping 9 cards capable of getting any land in the game. You've got 6 atm. Definitely add archdruid's if nothing else.
FadingReality on
building
3 weeks ago
Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.
LANDS
MDFC's:
Fell the Profane Flip*** (highly suggest cutting a basic swamp)
Branchloft Pathway Flip (swap with a basic if you get this)
Brightclimb Pathway Flip (swap with a basic if you get this)
Darkbore Pathway Flip (swap with a basic if you get this)
Normal lands:
Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)
Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.
Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)
Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)
City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)
Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)
Underground Mortuary*** (helps with graveyard, is fetchable)
Lush Portico*** (helps with graveyard, is fetchable)
Shadowy Backstreet*** (helps with graveyard, is fetchable)
CREATURES
(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)
ENCHANTMENTS
Necropotence***
Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)
Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)
Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.
ARTIFACTS
(RUN BOTH OF THESE!!! VERY IMPORTANT)
Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)
SORCERIES
Ravages of War
****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)
INSTANTS
Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)
FadingReality on
building
3 weeks ago
CREATURES:
I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.
LANDS:
You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.
Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.
SORCERIES:
These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.
INSTANTS:
I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.
ARTIFACTS:
As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.
ENCHANTMENTS:
I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.
Mortlocke on
The Song of Phyresis
1 month ago
I think that having many ramp (or in this case rock) options in the deck is important, especially when they also fit one of the primary themes - poison counters. I've found that players are more willing to accept a poison counter or two if it could mean the disruption of my board, or the elimination of a big threat. Venerated Rotpriest would more likely than not serve as a mild inconvenience than a genuine deterrent. Adding the Zagoth Triome seems like a solid move, one i'm also considering myself. Strip Mine also seems to make sense as well, as I too have seen my fair share of Glacial Chasms and Gaea's Cradles. You've given me a good bit to think about. Thanks for posting!
TijuanaBachelorParty on
Lightning, Pillowfort Commando
2 months ago
Crow_Umbra Thank you, I am enjoying curating this list and appreciate the input and card suggestions.
-
The higher land count is intentional, though the number is muddied even more considering Glacial Chasm and Maze of Ith as well as the couple modal dual faced cards in the deck. I tend to avoid mana rocks and instead lean on high land counts to never missing a land drop while having flexible color fixing to play proactive cards for the game plan. I would appreciate 2 more slots in the deck, however I have not found a proactive mana ramp spell I would want to play other than Talon Gates of Madara. Any suggestions?
-
I'm glad you mention the mana curve, it has been a point of debate for myself. Some of the heavy hitters have not seen play while lower mana value cards have had the chance to shine. As much as I love Archon of Cruelty
... Patron of the Kitsune is likley going to stay. Oddly I have found myself avoiding casting Tempt with Vengeance and Eiganjo Uprising; which might be related to ramp in this deck. The 3 mana slot is something I am currently looking to trim as well while keeping some of the charm of something like Hissing Miasma. -
Seifer, Balamb Rival and Nelly Borca, Impulsive Accuser
are great suggestions and I particularly like Squall, Gunblade Duelist. I can see fun build around Squall and he will likely find a place for him in this deck with a couple cuts.
I appreciate the feedback as this is my first goad deck. I had not seen Isshin built in this way before and have had fun the couple of games I have had with it.
KayneMarco on
Terror Forming Terraforming [Primer]
5 months ago
As I mentioned before the deck looks pretty good as it sits. Being it’s a lands deck and having a commander that lets you play lands from the yard I do think you need to be running at least a few more extra lands per turn cards. Just gonna list the possible adds to test out. Not suggesting to use them all…unless you really want to. I run them all in every landstorm deck I build.
- Hugs, Grisly Guardian
- Loot, Exuberant Explorer
- Mina and Denn, Wildborn
- Wayward Swordtooth
- Zell Dincht
- Case of the Locked Hothouse
- Druid Class
- Rites of Flourishing
- Exploration Broodship
- Storm Cauldron is really sick in a lands deck. Especially if you run all the xtra lands per turn cards because having to return lands to your hand to play them again in a lands deck is what you want. Plus it slows opponents down since most opponents won’t be able to play more than two lands per.
Some recursion ideas that are also good lands matter cards are:
Could possibly use some more sac outlets for your lands:
- Constant Mists for protection
- Zuran Orb for life gain
- Spitting Spider to take care of flyers
- Need for Speed to give you army haste
- Keldon Arsonist to get rid of opponents annoying lands.
- Glacial Chasm Don’t ever pay the upkeep. Sacs itself and just play it from the yard every turn during your second main so you can still attack.
Possible landfall additions that could benefit the deck:
- Geode Rager for protection.
- Caustic Crawler for creature removal.
- Evolution Sage since you have a +1/+1 counter theme as well.
- Springheart Nantuko to make copies of whatever creatures of yours you want
Doubling landfall triggers:
These are all cards that could add to and enhance your game plan. Pick and choose as you see fit :)
SufferFromEDHD on
Kaho, Meme Historian
6 months ago
Great use of an overlooked legend from an overlooked block! Might as well sneak a playset of utility land into this glass cannon:
Cavern of Souls guaranteed Kaho
Minamo, School at Water's Edge double the instantaneous trouble
Dust Bowl the really long game haha
Glacial Chasm cumulative upkeep isn't great but 20 turns is a long clock, attacking is irrelevant :) not producing mana hurts the most and why it was suggested last
Rhadamanthus on Blood moon
7 months ago
All of Glacial Chasm's other abilities get turned off and Dryad Arbor stays alive as a 1/1 that taps for .
The reason Blood Moon's type-changing effect does so many other things (including some things you might not expect) is because of a special rule it interacts with. If an effect sets a land to a specific basic subtype but does NOT say "in addition to its other types", then the land gains the mana ability for that basic subtype, loses its other land subtypes (if any) along with any mana abilities given by those subtypes and also loses any abilities in its printed rules text.
For Glacial Chasm, this means it loses its ETB, its cumulative upkeep ability and its static abilities about attacking and damage. It gains the Mountain subtype (it doesn't gain the Basic supertype) and it gains the ability to tap for . For Dryad Arbor, being a creature isn't an ability, it's just one of its types. It stays a 1/1 Dryad creature (its creature subtype is unaffected), it loses the Forest subtype and the ability to tap for and gains the Mountain subtype and the ability to tap for .
305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
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