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.
Printings View all
|Conspiracy: Take the Crown (CN2)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Subterranean Tremors occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Subterranean Tremors Discussion
3 days 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.
2 weeks 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 month 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.
2 months ago
2 months ago
I'll cede the Nevermore point to you, the commander does indeed slip through it and yes I also know the card isn't played. The larger overall point though is that at any table you only have control over 100 of the 400 cards that see play and being vulnerable to a single card that shuts down your entire strategy is a liability. Especially when you play paper, people don't have 100% powered lists and often substitute hoser or situational cards. Regardless, the deck is still 100% dependent on the commander sticking on the table, and its practically your only source of card advantage. Any deck that handles the commander easily is going to shit all over your pile of 99. Replace Nevermore with Lignify or Kenrith's Transformation or Darksteel Mutation or Song of the Dryads or Imprisoned in the Moon and you have the exact same problem, your deck is shut off when your commander is handled. Rather than engage the actual logic of what I'm saying, you and your buddies are getting caught up on specific cards instead of overall types of interaction.
This deck crumples if it can't get commander triggers. That is the point I've been making. Stop misconstruing it.
You'll notice how when I talked about alternate costs, I even said you don't cast it for the regular CMC normally. I did say that in some situations, especially in grindier games, you may find yourself in a position where you end up casting the actual CMC of cards like Force of Negation as you don't wish to -1 card advantage your hand and you're packing the mana. Once again, why do you ask me if I'm reading your primer when you aren't reading my replies?
Yeah its neat that misdirection handles spells, I never said it didn't. I said it doesn't handle the 3 most important spells resolving in the format right now. I am well aware how it interacts with uncounterable cards. Once again, are you reading what I'm writing? Losing a permanent to Abrupt Decay sucks but losing the game to Tainted Pact is 100% worse. This is extremely easy comparative logic for anyone who is trying to win games.
I never spoke badly about Dark Ritual except to note its a consumable piece of mana, and doesn't help you in creating turn loops. I have no problem with its inclusion.
You must be seriously new if you don't understand that when I say Pyroclasm and variants, I'm talking about cards besides simply Pyroclasm. Every time I've mentioned it I've talked about pyroclasm effects, I'm talking about Anger of the Gods Earthquake Toxic Deluge Rolling Earthquake Fiery Confluence Sweltering Suns Fire Covenant Sudden Demise and Subterranean Tremors. There are also all kinds of "Destroy all creatures" effects that I didn't list. Yes, I am highly aware that 2 damage from pyroclasm doesn't kill Yuriko, but it sets back your board state, and all the other pyroclasm VARIANTS do kill Yuriko. This strategy is also seen in decks like Ruric Thar or Keranos. Its more usually seen in tier 2 decks that are able to engage the meta due to how creature heavy the current meta is. Being proud for playing cedh but only playing against 6 different decks doesn't really give you a huge representation of the viable decks in the format. It means you're still new. Yes its good to be aware of the tier 1 decks and the commonly played decks, but if you're running into more fringe decks that are able to leverage these kinds of cards against you, your deck is going to lose in more places than it should. Especially since many tier 1 partner decks are able to utilize these creature blow out cards with things specifically like Sudden Demise.
This leads into Xantcha being a competitive deck. It is 100% a competitive deck, there are decks besides Flash Hulk you need to be aware of. Especially in the current creature heavy meta, continuously blowing out the board turns your Pyroclasm effects into 3-for-1 or 4-for-1 trades to keep ahead of Blue and Green decks. It isn't a tier 1 deck, but if you play cedh you'll run into this deck or another deck that trades specifically on big creature hate. http://tappedout.net/mtg-decks/xantcha-combo-control/
Similarly, you'll run into a planeswalker commander like Animatou that is able to run big creature hate effects like Humility that once again, completely blow this deck apart.
I am not friends with SolelySelesnya and I don't know him personally or online. I just find these lists haven't explored new territory with Yuriko.
You guys can spend all day saying I'm rude until you're blue in the face, but I made a simple comment on both lists asking why they didn't run a specific card. Rather than respond, or tag me, or answer me, they deleted the comment and wrote a note about it that I received no notification for, and had to dig to find. Me posting on their lists is not passive aggressive, not being able to even respond to a comment and deleting it is passive aggressive. Also why complain about my tone when you use the same post to engage in the exact behavior you're so mad about? If you had just taken 3 minutes to respond giving your very basic reasoning for card justification instead of deleting comments, we could have had this conversation without you getting upset.
Now to respond to Rad Dummy specifically
If you don't think pyroclasm is cedh playable you need to reevaluate. Look at the proliferation of green due to the 7 mana different turn 1 mana dorks available to the color. Players keep 2 land hands because it includes a Llanowar Elves. Look at the amount of hatebear strategies that are significantly chipped away at from Pyroclasm and variants. Look at value enablers like Edric, Spymaster of Trest or even just Dark Confidant that are blown out by Pyroclasm. For real, the card definitely sees play. Board wipes ARE relevant for Yuriko because without a creature on the board you must cast then pass, not getting the immediate card advantage trigger. You also lose further card advantage from not being able to land other ninjas on players too for additional triggers. Your inability to see this makes me think little of your critical faculties.
Diving Top is indeed a grindier card, but you're missing the point I've been making the entire time. Your ONLY pile cracker outside of your commander is Brainstorm or Thought Scour. When your commander isn't available, your DD is a dead card in hand. Rather than respond to this point, you keep sidetracking about how its too much mana investment or only good for grindier games. Not every game is going to curve perfectly into a turn 4 or 5 win. Running DD and only running a pilecracker via your commander is short sighted. Rather than respond to that point, you keep sidetracking. Have you considered that maybe Doomsday isn't the exact same strategy as the rest of the Yuriko deck? Maybe by choosing to slot DD, you have to include build around cards to help find it and resolve it smoothly?
Its neat that you're getting real upset and want to patronize me about math. I only talked explicitly about mana costs, and didn't misspeak. The ability to start the time warp with 5 mana and take the extra turn into the land drop for the 6 mana for the loop is neat and should be included in the primer for the combo, but the combo has far bigger problems. You also never responded to my point about assuredly getting to 6 mana reliably with 29 lands and 4 pieces of ramp, only 3 of which can execute the loop. You're assuming a lot of Yuriko triggers that are not guaranteed. Once again, the back up combo still relies heavily on getting Yuriko triggers. It isn't helping you in match ups where Yuriko struggles.
- Breezecaller is a creature and can be removed by LITERALLY any color at any point to disrupt the combo
- Mystic requires 3 other islands in play, meaning you absolutely 100% cannot start the combo before turn 4 at the earliest
- Mystic requiring 3 other islands means you are vulnerable to Strip Mine or Wasteland or MLD while setting up
- Mystic returning from GY means literally any piece of targeted grave hate stops this combo. Any deck can run Tormod's Crypt, while many opt for more efficient pieces of GY removal or GY hate
- Time Warp requires a cast every time and can be disrupted. It can also be Misdirection'd lol
- Extra turn hate is present in some decks especially in the form of Stranglehold.
The combo is basically hoping everyone is tapped out or has 0 instants in their hands. While it may be slot efficient with other things that you wish to run, it is by no means efficient or fast overall.
I know you're trying to carve out a name for yourself, but you are clearly inexperienced. Playing against 6 decks that are copies of Shaper lists doesn't encompass the entirety of the competitive scene. Both this deck and your own list are extremely vulnerable to a handful of cards and a couple overarching strategies. Rather than engage critically and employ your big boy thinking pants, you would rather split hairs over "Xantcha could NEVER be competitive viable" or "Go watch casual YT video". My point stands. Rather than engage with honest critique, your ego is much too fragile to imagine that maybe the list you made has problems and isn't perfect. @ me if you wish to continue further discussing these points, otherwise lets save both of us any future headaches and leave this be.
5 months ago
This is a really cool build. I love the idea of playing with the lesser known token types. However, I think the deck will struggle to consistently hit all of its colors. The addition of cards like Commander's Sphere , Darksteel Ingot , and Fellwar Stone are all budget options that would do wonders for your mana fixing. You might also consider Coalition Relic which costs a little more $$ but is a really good fixer.
Since you already run 10 guild gates, Maze's End might be a fun alternative win-con which could also serve as a slow form of mana fixing.
Another more recent, but obscure token producer is Doomed Artisan
Happy deck building!
5 months ago
I did think of some of those cards, specially Sneak Attack and Selvala's Stampede being the cheaper ones (this deck does not have a ton of ramp). However, I opted for the dirtbag route, focusing a lot the ways of cheating big creatures and play more tutors. Actually, this deck has a lot of something I love, which is tutoring for the right tutor. Example: you Merchant Scroll into Bring to Light into Hypergenesis . Or you Merchant Scroll into Muddle the Mixture and transmute into Oath of Druids ! :D
That being said, I might still add Stampede, it's a really good card! I don't like that Sneak Attack exiles the creature in multiplayer. And Aminatou's Augury and Tooth and Nail are expesive manawise, but really good. I don't know!
I'm glad you liked the list and thanks a lot for commenting! :D
8 months ago
- Hissing Quagmire : Enters tapped, I've never used the creature ability, and I can't search it by land name. Big sad.
- Lavaclaw Reaches : (See above)
- Raging Ravine : (See above)
- Treetop Village : (See above)
- Subterranean Tremors : I've really only ever cast this for the artifact removal, @ X=4. My creatures can't handle that much damage, so it is generally a board wipe I don't like, and I would prefer not to lose my artifacts (AKA Crucible of Worlds, which kicks ass in this deck). Therefore, I am replacing this with Vandalblast .
+ 2x Forest
+ Sakura-Tribe Elder : Honestly I don't know what I was thinking not having this in the deck in the first place.