, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
|Have (3)||ivaggione , rockleemyhero , PapaSquatch41|
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|Commander / EDH||Legal|
Terramorphic Expanse occurrence in decks from the last year
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Terramorphic Expanse Discussion
1 day ago
Good for Monocolor:
Excuse me, you dropped this:
4 days ago
Sun Titan would be really good with your commander (especially if you add lands like Terramorphic Expanse ). Other notable cards are Eternal Dragon (cycle + return to hand = commander's spirits + draw), Bygone Bishop (drawing cards is good and is a spirit), and Kataki, War's Wage (you only have 3 artifacts, so this spirit is extra good!). There are also tons of spirits in the Kamigawa block that are probably budget friendly that may warrant a look. They have Soulshift, which allows you to return a spirit with a lower CMC to your hand from the graveyard when they die. There are also several removal and protection options in that block, if you decide to look into adding spirit synergy.
1 week ago
1 week ago
Since your commander cares about card types in the graveyard, on a budget Evolving Wilds and Terramorphic Expanse both can put a land in the grave for you! To add to the additional cycle lands, Ash Barrens is another one that can color fix you in the early game! Whip of Erebos counts as both an enchantment and an artifact and can provide late game stability with lifegain and getting stuff back from the grave. Font of Fertility is another enchantment that you can get into the grave pretty easily.
If you want to keep the spider tribal theme, I'd recommend jamming as much card draw in your deck as possible! Maybe look into cutting some of the underwhelming (but cool) spiders like Sporecap Spider , Root Spider .
Also just some food for thought, your commander is an infinite mana sink in disguise, so any combo that gives you infinite mana turns into a win condition! Or flickering your commander is fun too, though in your current build, there is not a lot of value targets in the deck aside from your commander
2 weeks ago
- sorry wrong link... Evolving Wilds . Also, since your commander scales with lands on the field AND in the graveyard, it opens a lot of different options. Cycle lands like Ash Barrens Tranquil Thicket Slippery Karst and Desert of the Indomitable are all cards that can either be mana or a source of card draw later on. Terramorphic Expanse Prismatic Vista and Fabled Passage are all good ways to further the land in grave count AND synergize really well with your play from the graveyard effects like Ramunap Excavator , letting you get a land from your deck every turn.
And again, since your commander cares about lands in graveyards, Crop Rotation can fetch any needed utility lands/fetching lands. And Springbloom Druid is a Harrow with legs! Roiling Regrowth is a newer card that fetches you lands. And Nissa's Pilgrimage is an all star with the potential to give you 3 lands for 3 mana!
Hope that gives you some ideas!
2 weeks ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
3 weeks ago
Have you considered Karn's Bastion ? If you replace Shivan Reef and Underground River with them it should give you some extra army boost.
Also, if you replace 2 copies of Evolving Wilds with a copy each of Fabled Passage and Terramorphic Expanse it will leave your deck slightly less vunerable to spells that allow you to go through your zones to exile all your cards of the same name.
Personally, I'd replace Honor the God-Pharaoh with Contentious Plan You draw fewer cards but you don't have to discard and the proliferate also boosts your planeswalkers.
4 weeks ago
In order to idealize this a bit more, I would suggest altering your mana base. You have 10 lands that tap for colorless mana. This will definitely get in the way of casting your commander as soon as possible, as well as making it difficult to cast cards out of your hand. Arcane Lighthouse and Detection Tower are great in control decks, but not so much in aggro decks. For an aggro deck, the best removal is player removal. Forge of Heroes , Opal Palace , and Unstable Frontier aren't really that good either. You don't need your commander to be big since she's flying and probably won't die in most combat situations. I would suggest more dual lands, if you have them, or at least Terramorphic Expanse and Evolving Wilds . You won't have much fun if you can't cast your commander or any of the color heavy cards in your hand.