, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
|Have (2)||orzhov_is_relatively_okay819 , Smokingclays|
|Want (5)||DoucheFX , manperson000 , McKAOS , bCubed , a85TSgtSpiike|
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|Commander / EDH||Legal|
Terramorphic Expanse occurrence in decks from the last year
Latest Decks as Commander
Terramorphic Expanse Discussion
2 days ago
These cards would help Kroxa escape faster: Blood Pet, Skirk Prospector, Rite of Flame, Dark Ritual, Lotus Petal, Evolving Wilds, Terramorphic Expanse, Street Wraith, Mishra's Bauble, Urza's Bauble, Barbed Sextant, Chromatic Sphere, Chromatic Star, Shadowblood Egg, Terrarion, Implements of Sacrifice
1 week ago
Time Warp + Meloku the Clouded Mirror + Mystic Sanctuary = infinite turns and then you just win :) So if Time Warp isn't too expensive for you, that is something I would look to add. Mystic Sanctuary is cheap, it's just a land that returns a spell from the graveyard to the top of your library. how it works: With Meloku the Clouded Mirror on the battlefield and 5 available mana, cast the Time Warp. Put the Mystic Sanctuary into play and, with the trigger of Mystic Sanctuary's ability, put Time Warp on top of your library. Use the Mystic Sanctuary's mana to activate Meloku the Clouded Mirror's ability, returning Mystic Sanctuary to your hand and creating a token. Take the extra turn and repeat this process infinitely. you then have infinite flying 1/1 illusions that kill everyone. then you take one extra turn after you think you have enough. about 40.000 creatures should do it :) and then you kill everyone.
Another combo thats also good with landfall is Scaretiller and Retreat to Coralhelm. if you have creatures that let you put at least 2 lands into play each turn. you play Scaretiller with Retreat to Coralhelm on the field and then play your first land, tapping Scaretiller, triggering it, returning a fetchland from the graveyard to the field, this triggers Retreat to Coralhelm untapping Scaretiller, you can then fetch again and again and again, for as many lands as you want. Walking Atlas lets you put extra lands into play by tapping it. Wayward Swordtooth, Tatyova, Benthic Druid, Azuza, Lost but Seeking all do this. you just need one of them to pull this combo off and you can fetch all the lands out of your deck. If you are only running basic lands, you can make due with something like Prismatic Vista which fetches basic lands out of your deck for the cost of 1 life, which is negated by tatyova, since she gains you a life when you play a land. so you are neutral on life.
so these are all the cards I suggest you add to the deck: Mystic Sanctuary, Wayward Swordtooth, Tatyova, Benthic Druid, Time Warp, Azuza, Lost but Seeking, Walking Atlas, Scaretiller and fetches like Prismatic Vista, Terramorphic Expanse and Fabled Passage. If you have the money, all the dual lands that fetch blue and green are also good. But if you don't want to spend money on prismatic vista, the regular fetchlands like Terramorphic Expanse and Fabled Passage work too as I said, since you are also taking unlimited extra turns, the lands become untapped anyway.
none of them are expensive thanks to reprints. What you take out for all of this I'm not quite sure. But I think I would start with Jace. he doesn't look like a card that belongs here. he is good for milling. If milling is your plan, then I think this is the wrong commander. I can take a look through the list and suggest cuts if you like, but later :)
1 week ago
Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.
Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.
Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.
Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient
Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway
Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.
1 month ago
While 37 is the recommended number of lands, because of the large number of mana rocks in your deck and the relatively low CMC of your cards, you could probably cut 2-5 lands. I'd cut Evolving Wilds and Terramorphic Expanse, and Emergence Zone first as they are the "slowest". Esper Panorama would be a good substitute for Moorland Haunt - since you're three colors, I'd really limit the number of colorless-producing lands you run.
A couple of cheaper cards I would consider adding:
I would consider cutting:
Spirit Bonds - Reasoning: You're not casting enough creatures, Etchings of the Chosen would be a better way to protect your commander)
Cruel Celebrant - Reasoning: I feel you're not running enough ways to sacrifice creatures to get the full benefit
Faerie Formation - You shouldn't have any trouble making Faerie tokens since you already have Alela. There are cheaper ways to draw cards.
Skycat Sovereign - this is only good when you already have a lot of tokens, you'd be better off running an enchantment or artifact that can boost your tokens
Master Transmuter - most of your artifacts are already cheap, and "putting it into play" doesn't trigger Alela's ability - you won't get faeries when you activate this
1 month ago
Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.
I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.
Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.
Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.
Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.
Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.
Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.
I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.
Mirror Shield? Just don't run it.
Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.
Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.
As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.
Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.
Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.
Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.
Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.
Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!
If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)
I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.
1 month ago
In the future this deck may be improved by adding better fetch lands like Misty Rainforest and Wooded Foothills, but for now - and for budgetary reasons - Evolving Wilds and Terramorphic Expanse will do.
1 month ago
Hiya! You've already made sure to have good ratios of card draw, ramp, and removal, and you've already got a really nice mana-curve going. That's like, 95% of the problems I see with most decks.
So for your deck, I've got a few thoughts: Your land-base has FAR too many colorless lands. I would cut down on those utility lands and get some colored lands, even just more basics. I think the essential utility lands are Myriad Landscape (good ramp), Scavenger Grounds (graveyard removal), and a land that gives haste, either Slayers' Stronghold or Hanweir Battlements Flip. I suggest cutting the rest of the utility lands and also cut down on a lot of the tap lands and add in more untapped lands. This includes cutting Evolving Wilds and Terramorphic Expanse- these are only good if you have landfall synergies, otherwise they are worse than a tap land that taps for both.
The other big problem is that while you run all the right ratios, the specific cards you run for stuff like card draw, ramp, removal, etc., are not the greatest. A lot of them are either far too clunky (Mind's Eye), aren't reliable (Explorer's Scope), and/or have better alternatives. So I suggest looking into better options for card draw and ramp.
Then finally, if you're going for voltron, you need more haste, more protection, and the best of equipment.
1 month ago
Nice deck. Have you considered adding more basics to get more out of your commander? Lands like Mobilized District, Treetop Village, Drownyard Temple, Castle Garenbrig, Command Tower, Stomping Ground and so on doesn't synergize too well with your commander. I run a Phylath deck (you can find it here: Phylath) where im using only basics and fetches (Evolving Wilds, Fabled Passage, Prismatic Vista, Terramorphic Expanse and Wooded Foothills) to insure i get at least 6 tokens when i cast Phylath. In a 2 color deck its no problem running mostly basics. It also opens up for Blood Moon if your playgroup is ok with that.
Cards i highly recommend:
Conjurer's Closet - bounce Phylat on each of your end step is really nice
Skullclamp - turn all those 0/1 into card advantage
Greater Good - your plants can get really big. Get some serious card advantage when needed (nice to have in case of boardwipe)
Beastmaster Ascension - attack with 7 creatures is really easy in a Phylath deck. This will activate the turn you play it, giving all your creatures a permanent +5/+5 for only 3 mana :).
Purphoros, God of the Forge - Deal some serious damage to each opponent when you cast Phylath. Also really good with Scute Swarm
Tireless Tracker - Card advantage on landfall