Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, put an 8/8 red Lizard creature token onto the battlefield.
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|Commander / EDH||Legal|
Latest Decks as Commander
Subterranean Tremors Discussion
2 months ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.
6 months ago
protection Hammer of Nazahn Darksteel Plate Shield of the Oversoul Indestructibility Timely Ward Bastion Protector Boros Charm Heroic Intervention Valorous Stance Inspiring Call Flawless Maneuver Deflecting Swat
wipe boad and boost yourself Subterranean Tremors Storm's Wrath Deafening Clarion Hammerfist Giant Fault Line Warmonger Starstorm Scourge of Kher Ridges Pyrohemia Chain Reaction Ryusei, the Falling Star Lavabrink Floodgates Into the Maw of Hell Shivan Meteor Star of Extinction Blasphemous Act Volcanic Offering
other fun card Coalhauler Swine
get back monarch Soltari Visionary Zealot il-Vec Loyal Apprentice Lieutenant Kirtar Selfless Spirit Blinkmoth Nexus and all flying creature Academy Raider Haunted Cloak Shadowspear get trample Captain's Hook Cobbled Wings Pyreheart Wolf Trailblazer's Boots Frontier Warmonger Court of Ire Regal Behemoth and creature with trigger
juste some exemple, make a choice now :)
8 months ago
8 months ago
Value cards worth exploring: - Creatures: Coiling Oracle, Dryad of the Ilysian Grove, Ramunap Excavator, Wayward Swordtooth, Thrasios, Triton Hero - Sorceries: Eldritch Evolution, Finale of Devastation, Green Sun's Zenith, Meltdown, Life from the Loam, Merchant Scroll, Nature's Lore, Farseek, Rolling Earthquake, Subterranean Tremors - Instants: Beast Within, Crop Rotation, Dispel, Fierce Guardianship, Force of Vigor, Illusionist's Stratagem, Pact of Negation, Reality Shift - Artifacts: Null Rod - Enchantments: Exploration - Lands: Sunscorched Desert. Strip Mine, Oboro, Palace in the Clouds, Mystic Sanctuary, Tolaria West,
8 months ago
The Chain Veil is not just for Liliana! You could make great use of it here.
Gamble is a pretty decent tutor. Most of the time.
Why play Twist Allegiance when you could play Insurrection for just 1 more mana and win the game?
Braid of Fire doesn't do very much for you. The mana disappears after your Upkeep phase, so you can only use it for instants and activated abilities. You have a few uses, but overall it seems pretty limited.
You could use a lot more board wipes. Earthquake, Breath of Darigaaz, Fault Line, Rolling Earthquake, Starstorm, Subterranean Tremors, Blasphemous Act... Take your pick! These also play well with damage doublers and Repercussion. I would take out some of your targeted removal for it. Even Lightning Bolt doesn't stack well in multiplayer.
There's definitely better card draw out there than Wild Guess. If you don't want to shill out for Wheel of Fortune, there are fine subsitutes out there. There's also Outpost Siege, Bedlam Reveler or if you want to stay cheap, there's also Light Up the Stage.
11 months ago
Love the Chandra tribal.
Fanning the Flames is a repeatable damage effect. Shattering Pulse doesn't do damage like Smash to Smithereens, but the buyback might be worth the damage. Vandalblast is another consideration. Subterranean Tremors is also fun.
Light Up the Stage seems like it might be cheap card draw.
To add to your sweepers you may like Starstorm.
1 year ago
Excellent points. I will try to get my hands on Fire covenant and consider adding it in when I do.
You are bang on with my non-mana dork strategy and the midrange-aggro construction. I always try to ask myslef whet my deck's biggest weakness is and in this case came up with hostile boardwipes, hence the high ratio of counterspell to specifically counter them.
Teferi's protection is already in there, Heroic Intervention is being added in for sure. Steely resolve is another consideration, more to protect against removal than wipes. At this point I'm trying to not go down below 25 dragons to keep the core theme online.
Unfortunatly, Rishkar's expertise can't be played with Jeganth. Return of the Wildspeaker might be a suitable alternative.
I hesitate to include Primevals' Glorious Rebirth due to it's high CMC, but I got a copy in case I feel the need to add it after I have some playtesting time under my belt.
What are your thoughts on Earthquake and Subterranean Tremors as asymetrical board wipes? Depending on the boardstate they can be mana intensive but the resulting tempo gain if successful could be immense.
So I'll likely remove 1-2 counters, 1+ dragons and 1 removal spell based on our discussion. I'll post here when the changes are done for your review.
1 year ago
I'd consider Green Sun's Zenith to fetch Dryad Arbor. You don't have any of the important card advantage engines currently (e.g. Mystic Remora, Ad Nauseam, Necropotence, Rhystic Study), so I'd really advise capitalizing on your opponent's big effects with Narset's Reversal. Dwarven Mine ought to be in the deck, it offers another way to make a creature at little cost to your deckbuilding choices. I'm personally I huge fan on Stifle. I'd for sure cut the three mana ramp spells like Cultivate, but add Nature's Lore, Search for Tomorrow, and Three Visits if you can afford it. I'd cut the Flame Sweep for Pyroclasm, and add in Subterranean Tremors. The way i see it, your combo needs a lot of mana. The way you do that without artifact ramp is that you play a control game so you can get to the lands you need. I'd add Portent and Serum Visions, and cut Summer Bloom. Frantic Search is bad. I really like Extract here. What about Khalni Garden? I like Unsubstantiate, as it can interact with Abrupt Decay. I'd cut the token makers if you can, mostly relying on fetches to go get Dryad Arbor or Dwarven Mine. You can play 9 fetches, that should get you there, in addition to Nature's Lore and Farseek being able to find them. I know you're starved for tutors but Long-Term Plans is way too slow. Focus more on cantrips and countermagic. Chain of Vapor is super strong. Swan Song is a good counterspell. You can also counter your own spell for the token! Gitaxian Probe deserves a slot. Nature's Claim and Natural State are excellent interaction. Pyroblast often functiond as a slightly worse Dispel. Lastly, By Force is excellent. All in all, your concept is SUPER SWEET, it just needs some fine-tuning.