Subterranean Tremors

Subterranean Tremors

Sorcery

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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Subterranean Tremors Discussion

Phantomias on The Dragon with the Girl Tattoo

3 months ago

Thanks rileyos! I guess that in general is the struggle with tribals of powerful creatures like Dragons, Demons or Angels. Nevertheless your deck looks pretty good as well and not too far from mine. Glad I could give you some inspiration! But I have to admit, with some cards like Chromatic Orrery , Dragonlord Atarka or Subterranean Tremors I was lucky, pulling them from a booster or taking them from a Precon Commander like Flawless Maneuver . Without them my deck would be cheaper, but also a lot less playable I guess...

Phyrexian11 on God of Thunder and Love

6 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.

ADD:

  • 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.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • 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.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • 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.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • 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.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • 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 .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • 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.

mitcho78 on

10 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

fighting for exemple Titanic Brawl Dromoka's Command Khalni Ambush  Flip Inscription of Abundance Ulvenwald Tracker

redirection Spitemare Boros Reckoner Rite of Passage Pariah's Shield Pariah

same effect Vigor Retaliator Griffin The Ozolith Phytohydra

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

boost and finish Pathbreaker Ibex Thunderfoot Baloth

become huge Inquisitor's Flail Solidarity of Heroes Hydra's Growth Invigorating Surge Furnace of Rath Kalonian Hydra Duelist's Heritage on yours creatures and on a creature attacking you

Block more or become blocked Bloodthirsty Blade and all goad Nemesis Mask Lure Brave the Sands can block 2 creatures with your commander Entangler Goblin Diplomats

juste some exemple, make a choice now :)

sally-the-weasel on Yaas Dragon Queen, Slay

1 year ago

Maybe consider Subterranean Tremors as an option for Earthquake.

Spell_Slam on Chandra Tribal (Everyone's Here!)

1 year 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.

Crawlspace seems pretty important for saving you and your Chandras from being overwhelmed. There's also Smoke that can be pretty effective.

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.

mrdehring on Chandra, Fire of Kaladesh (Planeswalker Tribal)

1 year ago

Love the Chandra tribal.

The Flame of Keld and Akki Lavarunner  Flip are some extra damage cards to think about.

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.

With all the rituals Fall of the Titans might make for a good finisher to go along with Comet Storm

To add to your sweepers you may like Starstorm.

TDemers on The Ur-Companion

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.

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