Impact Tremors

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Impact Tremors

Enchantment

Whenever a creature enters the battlefield under your control, this deals 1 damage to each opponent.

Vessiliana on What is a Man? (a hyper aggro Edgar Markov EDH)

2 weeks ago

YamishiTheWickedOne, definitely! One-drop vamps are Edgar's bread-and-butter. I myself like to run over 40 creatures for Edgar, and I am finally getting a hold of a Warleader's Call for mine, which is brilliant in a list with a lot of really cheap vamps. If you are leaning harder into the one-drops, then the damage-on-entry becomes even more effective, not only the Warleader's Call and Impact Tremors but even Purphoros, God of the Forge. It puts the opponents in a tight spot because those little guys have already hit them just by entering, then can swing with buffs, and even ping on their way out, whether through Goblin Bombardment or something like Elas il-Kor, Sadistic Pilgrim.

Caran_Lyg on Happy Tree Friends

1 month ago

Predator_90 Instant > Sorcery. Why would I pay 10 additional mana for a sorcery? Chord of Calling have 2 targets: Ivy Lane Denizen and Scurry Oak. Paying that extra 6 or 7 mana for a sorcery makes no sense. Think about it. I don’t need that pump when I got 1 million squirrels. And on top of that if I have Impact Tremors, before I even get a million squirrels, opponent would be done at 20.

Hexapod on All My Friends Are Dead

1 month ago

Liking this build, I see you are still updating it so I am bringing in a few ideas.

You already have 2 enchantments that make you draw cards when your creatures impact, but if you would like to add consistency you could consider Bident of Thassa and The Indomitable. I actually like these more than Rhystic Study.

It seem like Impact Tremors would be a blast in here, pun intended.

All these spirits would most certainly be even more of a threat with haste. A Hammer of Purphoros would have the added benefit of an option to generate tokens.

Finally this seems to be a great place for Helm of the Host; having multiple instances of Kykar trigger would help fill the battlefield with those pesky flying spirits.

Hope this inspires you!

AstroAA on Your favourite Card from Bloomburrow

2 months ago

Stormsplitter. I love instant and sorcery-based storm decks. I find them incredibly fun to pilot, and Stormsplitter is an excellent payoff for them. Not only can you win with combat damage fairly easily with him, you can also sac his copies to things like Ashnod's Altar or Goblin Bombardment. Combine with cards like Impact Tremors and he can win you the game the turn he comes down if you still have instants and sorceries to cast. Plus, he's an otter, and who doesn't love otters?!

Tsukimi on Zinnia fun

2 months ago

I am building a custom commander who uses Offspring in Bant colors - some things I am waiting to hear the rulings later today on how they'd interact with the offspring mechanic (Kicker, X spells, evoke, etc.)

Some ideas that come to mind right away are clones like griffstick mentioned. I'm partial to Vizier of Many Faces because the Embalm ability is especially useful if you plan on doing any token synergy or token doubling which brings me to my next suggestions - Anointed Procession and Mondrak, Glory Dominus. Both are mono white and will double all of your offspring tokens.

The rest is up to you, you could go wide and deal auto ETB damage with the likes of Purphoros, God of the Forge, Impact Tremors etc. Or many many other directions. If you need any suggestions or input let me know

TypicalTimmy on Eda, Mother of the Lost

2 months ago

That's how I play Magic, though. I look at cards as investments.

The way I construct a deck, each card should be able to stand on its own and extrapolate across the board with each new addition.

That's the philosophy between "combo" and "synergy". For example, Impact Tremors, Purphoros, God of the Forge, and Warstorm Surge may all stand on their own but extrapolate the pain when working in synergy with one another.

Then you extrapolate further with cards such as Scourge of Valkas, Dragon Tempest, Terror of the Peaks and Utvara Hellkite and suddenly you are the biggest threat at the table.

Run this with Lathliss, Dragon Queen and all of a sudden every single card becomes a stand-alone threat, all radically compounding the pain on top of one-another.

The reason I build decks like this is because if a single spell is countered, or I endure a boardwipe, that is okay because the very next spell I cast replaces what I've just lost.

I've actually dealt enough damage with boardstates like this to take down all three opponents at once from targeted and indirect damage, no to mention combat damage when you apply Fervor, Purphoros, Bronze-Blooded and Dragon Tempest.

Anyway, sorry for the tangent. Just explaining my own personal deck-building process and how I play.

Icaruskid on Imagine Dragons | Budget Rosnakht [PRIMER]

3 months ago

Hey hey khayoz!

I went all in on go wide as my first version. It had all the Heroic spells and concentrated on buff and damage spells, no voltron:

Buff:
Metallic Mimic
Roar of Resistance
Heraldic Banner
Coat of Arms
Shared Animosity
Obelisk of Urd
Signal Pest
Konda's Banner
Eldrazi Monument
Dynacharge
Weapon Surge
Ogre Battledriver

Damage:
Throne of the God-Pharaoh
Hellrider
Impact Tremors
Witty Roastmaster
Livewire Lash

It played pretty well. Board wipes were absolutely the killer. The game becomes adding the right amount of creatures and damage without overextending. Also sometimes my little kobolds were outclassed by more powerful creatures and couldn't attack. I could have added Dolmen Gate and evasion but then we are leaving my playgroup's budget behind. This is where I discovered Descent of the Dragons and thought it would be a great finisher that's also a "buff" spell and on theme. Then that led me to Transmogrify and I've never looked back.

But the overlap approach can do work. Like Draconic Destiny adds to your voltron threat but it also enables Rosnakht to attack giving the kobolds the buff they desperately need. Dynacharge and Weapon Surge are modal so you can buff the whole team or sneak in a voltron kill.

I haven't tested all in voltron. But indestructibility might be important. Mithril Coat, Darksteel Plate, Commander's Plate, and Hammer of Nazahn might be worth a try. I just wanted something with more sizzle, style wise.

Hope this helps! Let me know what you learn!

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