Tectonic Reformation

Tectonic Reformation

Enchantment

Each land card in your hand has cycling .

Cycling (, Discard this card: Draw a card.)

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Set Rarity
Modern Horizons (MH1) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rules Q&A

Tectonic Reformation Discussion

dingusdingo on Thane and Taxes

1 week ago

Interesting deck.

My first question is why no damage doubler effects? Furnace of Rath and similar work extremely well. Even though the opponent gets to decide what order the damage effects happen, you're still getting a big damage boost.

Second, have you considered going down to 33 or 32 lands? Your curve is pretty low and you aren't dumping your hand via artifact rocks or mana rituals. I think you could probably find one or two slots from land drops.

How have the planeswalkers been working out? The 4 CMC Chandra seems fine, but the other two seem expensive for not much effect.

Why are you running colorless creatures? The damage isn't amplified. Reality Smasher is expensive to cast at 5, and is effectively a vanilla 5/5 that keeps up card parity when it is removed. Smuggler's Copter gives card looting but requires creatures to make it work, creatures that could just be attacking and getting the +2 damage anyways. I can also see why you'd keep Phyrexian Revoker but Pithing Needle might outperform it here as its harder to remove and 2 damage a turn is negligible in EDH.

Some of your 3 and 4 CMC creatures you should reconsider for speed and effectiveness purposes. Thunderbreak Regent is a flying creature, but you aren't getting reliable triggers from it, most likely just one. Tectonic Giant offers card advantage and MASSIVE damage with Torbran. Inferno Titan is another powerhouse with Torbran as you can split the damage 3 ways and get 3 damage apiece. Mindsparker seems too niche and is a 3/2 first strike for against decks outside its color hate. Jaya Ballard, Task Mage seems nice but waiting for summoning sickness feels bad and having to pitch cards to it is a no from me. Taurean Mauler is certainly appealing and presents a threat later, but without trample you're losing out and would be better served by Hordeling Outburst for efficiency sake with Torbran. Finally, Dragonmaster Outcast takes way too long to turn on, and requires an upkeep step to do anything, making it prime target for opponents to remove. Its great when it works, but another token producer is going to outpace this. Specifically, Krenko, Mob Boss is going to run away with the game much faster especially if you have any random extra goblins floating around.

Alpine Moon is much more marginal than you think. Sure its shutting down Gaea's Cradle but your two other moon effects should be more than enough. Outpost Siege is a very marginal effect both ways, and I would recommend a cut for Impact Tremors if you are looking for more damage. Tectonic Reformation is -1 card advantage when you cast it, and no matter how many times you cycle it stays at -1 card advantage. It also becomes easier to cut if you go down to 32 or 33 lands. Experimental Frenzy seems useful when you've emptied your hand but seems marginal in the vast majority of circumstances. You aren't really running topdeck manipulation like Sensei's Divining Top or Scroll Rack to smooth this card out, and I sincerely think Thrill of Possibility is going to serve you better by making you have better turn 3's and turn 4's in your games.

SwiftDeath on Lord Windgrace

2 weeks ago

Other notable cards could also be Borborygmos Enraged, Living Twister, Molten Vortex, Tectonic Reformation, and in this deck Dakmor Salvage would be a staple. Fetch lands are also good, they don't need to be the expensive ones but something like Blighted Woodland, Warped Landscape, and Myriad Landscape are very good budget options. Edge of Autumn, and Harrow are ones I forgot to mention as well.

Suns_Champion on The Boros Legion has arrested my wallet

1 month ago

This is a good start. Good number of boardwipes and removal.

Not knowing your desired budget, power level or intended way to win, I am limited in how I can help.

For now, I'll keep things budget, and mostly suggest cards from the two most important categories in EDH, Card Draw and Ramp.

Ramp: With the curve you have currently, you'll need more. We will also attempt to lower the curve while cutting.

And as she starts to build more decks and play more, a greater emphasis on 2cmc mana rocks over everything else will hopefully flourish.

Draw: Here's where you're really struggling.

Adding a bunch of these will let her have a way better time. More cards in hand = more fun.

Other:

  • Gerrard, Weatherlight Hero solid protection piece. Consider him as the commander.
  • Boros Charm another protection piece, with utility.
  • Extra combat effects.
  • Lower the CMC of your boardwipes.
  • Try to lower the CMC over all.

Cuts to consider:

  • Basandra, Battle Seraph
  • Chandra, Fire of Kaladesh
  • Dawnbreak Reclaimer
  • Fiendslayer Paladin
  • Hunted Dragon
  • Kalemne, Disciple of Iroas
  • Phyrexian Soulgorger
  • Leyline of Combustion
  • Browbeat
  • Victory's Herald

Hope some of this helps!

multimedia on Mina and Denn, But It's Dragons

1 month ago

Hey, interesting version of Wildborn.

Consider some creature tutors?

You could expand on the interaction of being able to play more lands a turn.

Crucible/Excavator have good interaction with Reformation and Loam is the enabler for these cards. Reformation and Horn can be consistent sources of repeatable draw with only lands.

Aggravated Assault is a combo with Savage Ventmaw for infinite combats. Nature's Lore is upgrade for a land ramp spell because you have Taiga, Stomping and Glade.


Cards to consider cutting:

  • Crucible of Fire: Dragons are already big with lots of power as well as flying they don't also need anthems.
  • Return of the Wildspeaker
  • Vanquisher's Banner
  • Explosive Vegetation
  • Jugan, the Rising Star
  • Ryusei, the Falling Star
  • Foe-Razer Regent
  • Siege Dragon
  • Kilnmouth Dragon

Good luck with your deck.

Suns_Champion on Wait for the kicker - Hallar, the Firefletcher

1 month ago

Okay buddy here we go!

I think we need to fix a lot of things here. Ramp is an easy fix, we'll get some more instant/sorceries that get lands because they are safest. Then we'll work on getting more counters on Hallar in more efficient ways. We'll also swap out some of your kicker spells for other kicker spells that do better things.

Cards to look at:

Cards to maybe cut

So with all that I hope you're mana will be more consistant and your draw will be more powerful, then you'll be able to dump more counters on Hallar and snipe some wins. If not, your kicker spells will have more impact because they'll draw or remove or ramp. Focus on the 2cmc ramp cards, then swap out the kicker spells, then get those draw cards in there.

Here's a Deck you can also look at

Kyle's Budget Hallar-Kicker in the Dick(er)

pokey on Torbran commander deck

1 month ago

I would also look at Electrostatic Field , Cinder Pyromancer . They both fit into your theme pretty well.

Flare has damage along with a draw effect.Also Dragon Mage is a bit high cmc but has a nice draw. Blood Sun can help shutdown Terramorphic Expanse along with a draw. Tectonic Reformation can also clear out dead land cards in your hand.

I would pull Grim Initiate doesn't really fit team, Cavalcade of Calamity only has like 5 creatures that activate this and you have some pump spells to negate it, Molten Influence and Browbeat since there is a choice your opponents will choose the one you don't want.

Kazierts on Mardu Blinkearth

1 month ago

I should say that even though I'm using the Modern pool of cards, I don't intend on making it a competitive deck. I just think that because a deck is casual and budget it doesn't necessarily need to be as good as it can be.

I'll probably make it Mardu since I think it shouldn't too hard to fit some cycling to help dig through the deck and enable Astral Drift for more blinks. It should end up shifting the archetype of the deck to control rather than aggro, which is something I'm totally in favor of.

I choose to keep red in deck because it helps with card draw and has way more discard outlets like Cathartic Reunion , Lightning Axe and I'll try to fit in Tectonic Reformation since lands will end up being almost useless in the late game.

I'll also be cutting almost all, if not all, copies of Unearth .

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