Impact Tremors

Impact Tremors


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

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Impact Tremors Discussion

enpc on Best Commanders in EDH [Tier List]

11 hours ago

Commander_JAR: You're correct in that while you end up with infinite tokens, you're only attacking with 2 tokens each combat (one from the previosu combat and one from the current combat). This however would mean that your opponent would require 2 creatures with indestructible (or some kind of dynamically increasing toughness), or have 2 3/* creature with first strike to stop this.

While this is very possible, it's not really an issue in cEDH as there aren't many scenarios where you come up against this. If there is a concern though, you can either include something like Impact Tremors in your deck or use cards like Argentum Armor in combination with Brass Squire to suit up one of the clones (works for everything except indestructible).

And unless they have a bunch of big first strikers, next turn you should have an infinite supply of Godos to attack with. Not tom ention that chances are you've knocked the other two opponents out at this point so there's only one player you have to deal with.

Omniscience_is_life on Pursuing Perfection, Part 4: Mono-Red …

4 days ago

I love me some good, scary, silly mono-red.

Red feels like the color that no one's worried about until one card is cast--be it a Fiery Emancipation , Dockside Extortionist , Impact Tremors , or the aforementioned Sneak Attack . And I love it.

Savage_Hunter on The Locust God

2 weeks ago

True, Kindred Discovery will kill me. Unless I have some prior set up. Say I had Impact Tremors out before. Usually my opponents will die before I deck out. Or if I had enough mana, I could Cryptic Command one of my pieces off the board. Even safer if I have a sac outlet, like the Ashnod's Altar .

Hardhitta7 on Random combo buildoff entry: plakjekaas

4 weeks ago

I like this deck, it’s a unique combos I’ve never heard of.

You got enough left of the budget to add Purphoros, God of the Forge as a backup Impact Tremors . If you want too.

WolfShadowmancer on The Pog Atog - (Not Affinity!)

1 month ago

SmashRadiation Not exactly. Regeneration specifically negates the "Destroy" effect, not a creature dying (a.k.a. being put into a graveyard). Sacrificing a creature is different from that creature being destroyed. Both have the same result, a creature goes to the graveyard, but how they get there is different. That's why Diabolic Edict and other such edict effects are so good. You have to put it into the graveyard, no way around it. Fun fact, WotC used to call this "Burying" a creature because it got put into your graveyard without any arguments. Regeneration didn't work to save it. So if you ever see an old card with the word "Bury" on it, now you know that gets around regeneration and indesteuctible.

One way to make the combo work is with two Myr Retriever s and two Foundry Inspector s but that's a lot of hoops to jump through. If you're not strapped for cash, Ashnod's Altar and two retrievers is a more manageable combo, with Reckless Fireweaver or Impact Tremors on the field, but that gets away from the theme of your deck.

My advice is to go with a bunch of cheap artifacts that cantrip like Ichor Wellspring and Chromatic Star , fill up the Atog with fuel and let 'er rip with Fling / Temur Battle Rage . Definitely run Great Furnace and Darksteel Citadel for extra munchies. Your biggest threat is all the cheap removal that runs around in Pauper, so flinging might be the best way to go.

plakjekaas on Enter the Random Combo Deck …

1 month ago

As copied from the explanation of the random roll page:


Dargo is one of your commanders

Dargo in the command zone

Three creatures on the battlefield

Thermopod and Desecrated Tomb on the battlefield


Activate Thermopod three times by sacrificing three creatures, adding

Cast Dargo for

Activate Thermopod by sacrificing Dargo, adding and returning Dargo to the command zone.

Desecrated Tomb triggers, creating a 1/1 Bat token

Repeat from step 2


Infinite ETB

Infinite LTB

Infinite storm count

Infinite death triggers

Infinite sacrifice triggers

Infinite commander casts

Infinite red mana

Infinite creature tokens

Since the rules have upgraded that commanders die, that means they hit the graveyard as you choose to send it to the command zone, meaning Desecrated Tomb sees it leave and creates a bat token. If this is not the case, and the combo is wrong, I can replace the Tomb with Impact Tremors or something, I planned on including that anyway ^^'

grennpowerhouse on The Ten Plagues: Locust God cEDH [PRIMER]

1 month ago

This deck is really well built good job

You have several small fry that is good early in the game (ie. Simian spirt guide, Spellseeker , Trinket Mage ) but later in the game might not be so good. Have you considered adding Mystic Reflection so later in the game you can have several Consecrated Sphinx and Jace's Archivist . That would be great because your tokens would also enter as copies of those creatures

With all of the small tokens you're creating maybe add Impact Tremors and/or Purphoros, God of the Forge

Also if you for a wheel sub-theme you may want to add cards such as Wheel of Misfortune , Magus of the Wheel , Tolarian Winds , and Forgotten Creation .

For card draw Rhystic Study , Bident of Thassa , and Curiosity Crafter

with all of this card draw maybe Thought Vessel , Reliquary Tower , Spellbook , and Venser's Journal

Annnnnndddd some more great cards are Chasm Skulker , Body of Knowledge , Enter the infinte, The Magic Mirror and Finale of Revelation

BTW thanks for the upvote

TheVectornaut on Tarkir Dragon Hoard

1 month ago

I recommend adding some more early game ramp creatures or spells, probably as replacements for the Dragon Egg s and the risky Nikya of the Old Ways . More Dragonlord's Servant are totally fine, but I could also see Voyaging Satyr working to untap Gruul Turf for big mana or Zhur-Taa Druid bridging the gap between acceleration and aggression. On the spell side of things, some good old Rampant Growth effects could make Dragonmaster Outcast a nasty threat. Just looking at the cards you already have, I think more copies of Thunderbreak Regent , Atarka, World Render , and Goreclaw, Terror of Qal Sisma wouldn't hurt. Another option if you don't mind infinite combos is upping the count of Savage Ventmaw and Grand Warlord Radha so you can run Hellkite Charger for endless combat phases.

I'll also list some possible upgrades and sidegrades based on my own experience playing with and against dragons. Dragon Tempest is nearly a direct upgrade for Impact Tremors in dragons and Scourge of Valkas is also decent. Draconic Roar seems like it would be better than Magma Jet and/or Jaya's Greeting most of the time. Spit Flame might be even better if targets tend to have 4 toughness. Flying destruction feels unnecessary here, but I'd prefer something cheaper than Pinion Feast like the flexible Broken Wings regardless. Frontier Siege might be better than Atarka Monument if you need more mana or removal. Crucible of Fire could replace Sight of the Scalelords or Dragon Throne of Tarkir , depending on how much power you need. Sarkhan, Fireblood can be a rummager, accelerant, and bomb in the world you keep him alive. Even with so many legendaries, I still prefer Elvish Piper to Thran Temporal Gateway here. A final card that I'm not sure on is the new Draconic Intervention . Seems like it could be an interesting sweeper follow-up to a Descent of the Dragons that turns all your dorks into immune dragons. That is fairly slow though.

Let me know if you have any questions and good luck with your deck!

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