Impact Tremors

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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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Impact Tremors


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

Crow_Umbra on In what color to combo …

5 days ago

What kind of combo are you looking for, or what is most fun for you? Every color combo has a plethora of combos available to them. I'd recommend checking out as a resource to look up combos across different color combos. It explains in a pretty clear step by step manner how each combo is achieved.

Personally, I like to play combos where each of the components can stand on its own, so they don't necessarily feel like "dead" cards without the other pieces.

Some of my favorite combos:

This combo can be achieved with Leonin Relic-Warder and Animate Dead/ or Necromancy/ or Dance of the Dead. On their own, each can function independently & effectively, or be combined with something like Bastion of Remembrance or an Impact Tremors effect to drain out the table.

Again, on their own, each piece is fully functional and can stand on its own. In combination the two pieces can potentially lead to multiple combat steps.

I'd say figure out which colors and archetypes you like playing most, then search around on Spellbook to see if there are any combos that you might like. Just about every color has some kind of combo available to it, but each one might fit your playstyle or budget better than others.

lhetrick13 on Anim's Automotives

3 weeks ago

muzack - I finally got around to making those update I was talking about. I still am making edits to the deck but this was the first major revision. I played the deck twice at my LGS last night and it was an absolute powerhouse going 2 for 2 games in dominate fashion. First game Impact Tremors and Witty Roastmaster did work while Roaming Throne was triggering Anim Pakal, Thousandth Moon's ability twice quickly dwindling down my opponents' health. The second game Anduril, Narsil Reforged quickly added extra +1/+1 counters to Anim Pakal early and a well timed Cathars' Crusade generated a army of absolute jacked gnomes that nearly sweep the game early.

Overall, I am very happy with how this deck has been turning out!

lhetrick13 on Anim's Automotives

1 month ago

muzack - I know right? Anim Pakal, Thousandth Moon is surprising fun to play and is a very overlooked commander.

The deck could go in multiple directions but the direction I was taking this in was more of a burn deck with the inclusion of various ways to hit opponents with non-combat damage with cards like Impact Tremors and Sunshot Militia, compounding that damage with multipliers like Fiery Emancipation or trying to trigger it multiple times per turn with extra combat via cards like Aurelia, the Warleader. The entire concept of the deck is trying to either make gnomes and ping for damage or just creatures to ping for damage. The inclusion of Roaming Throne made me want to give the deck a tribal feel so that is why you see a strong human theme as Roaming Throne will let me trigger Anim twice.

I won a game with this deck by getting out Anointed Procession, Fiery Emancipation, and Impact Tremors throughout the game and in a single turn created 18 gnomes for a total of 72 damage directly to each opponent :) Keep an eye on this as I recently just put in a order to Cardkingdom to pick up better support cards. Many of the cards in this deck were just what I had one hand and are not exactly a good fit. So I will be altering it heavily in the near future.

Regardless, thank you for the compliments and feedback! I am pretty humbled that you legitly piloted the deck. That is pretty cool!

muzack on Anim's Automotives

1 month ago

Played this tonight in a 3-person game and had a great time! They were also both playing red, so they both had dangerous blockers by the time I played Anim out - but I got really lucky and drew both Ojers + Impact Tremors, forcing them to do some costly removal. Squeaked out a narrow win with Akroma's Will.

I'm no deckbuilding expert - but it felt like having a little creature with evasion and/or a source of evasion might be a nice addition! Just so I'm not risking swinging a freshly re-cast Anim after a board wipe. But some really great choices here, it's a lot of fun to pilot.

Crow_Umbra on two wind assault

4 months ago

Nice! Isshin is a lot of fun, and can quickly become arch-enemy, as I'm sure you've probably experienced. I think if you're going to move on from the Samurai, I'd suggest also trimming back on the equipment subtheme, as they can be pretty mana-intensive without additional equipment support.

I've personally had more experience with playing a more tokens go-wide take on Isshin, which I think can be pretty fun and dynamic. A few general suggestions if you do cut back on Samurai & Equipment, and decide to focus more on going wide:

Just some quick ideas for how you could make use of those Samurai and Equipment slots if you decide to change them up. Hopefully these suggestions were helpful

hound829 on Isshin in the Red Zone

4 months ago

Yeah, right now I'm looking for things to trim out in order to add more lands and mana rocks. I think Goblin Bombardment is better than Impact Tremors as it isn't so much always looking to deal more damage to opponents, but could for example, make blocks harder/less profitable (especially if Cathars' Crusade isn't on field), help protect the major pieces that need to attack. And if The Master isn't on field, squeeze more value out of myriad tokens and Mirkwood Bats. Warleader's Call will probably be a maybe and potential replacement for Warstorm Surge to bring down the mana curve.

I've been aware of Reconnaissance but not super sure if I want to go through the effort of getting a copy for $12 just yet. (Pretty much all the other cards on the list with that kind of price tag are ones I already own from grabbing in drafts and such).

Crow_Umbra on Isshin in the Red Zone

4 months ago

Have you had a chance to play this deck irl yet? Your mana curve is pretty high for running 27 lands and a few mana rocks. At an initial glance, I think you generally have a lot of the meat and potatoes that most Isshin decks would want, but might have some difficulty getting to the stuff at the higher end of your curve.

From having played Isshin for close to 2 years now, I'd also generally recommend to maybe hone in on one of the build routes, & cutting some of the stuff that is a bit more off-theme or not as relevant to your meta. My Isshin deck initially started out as a "salad" of all the stuff that could work with him, but it didn't really feel cohesive. After a first round of edits, I focused the deck on the tokens go-wide and group slug stuff.

If you aren't too attached to any of them, I'd recommend trimming down on your cards in the 6-8 cmc range, & swapping in more lands. I'd also recommend replacing some of your 3cmc mana rocks with a few more 2cmc ones like Talisman of Hierarchy.

Impact Tremors and/or Warleader's Call could be a potential replacement for Goblin Bombardment, since you can get the damage from all of your creature tokens entering the battlefield.

Aside from that, I'd highly recommend checking out Dolmen Gate and Reconnaissance as board protection effects. This EDHRec article goes a bit more in depth on the timing for Reconnaissance, & how you can use it as a pseudo-Vigilance anthem to untap your creatures before combat ends, since creatures are considering attacking until the end of combat.

Best of luck with your build. I'd be down to chat through additional suggestions for swaps if you're interested.

DemonDragonJ on Pursuit of Happiness

4 months ago

I have replaced Impact Tremors with Warleader's Call, which very unfortunately increased the average converted mana cost of this deck from 3.47 to 3.48, but I believe that that card's additional ability is well worth the additional mana cost.

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