|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Common|
|Ultimate Masters (UMA)||Common|
|Commander 2018 (C18)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Planechase Anthology (PCA)||None|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2014 (C14)||Common|
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|Commander 2013 (C13)||Common|
|Modern Masters (MMA)||Common|
|Planechase 2012 Edition (PC2)||Common|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Common|
|MTG: Commander (CMD)||Common|
|2011 Core Set (M11)||Common|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
|Premium Deck Series: Slivers (PDS)||Common|
|2010 Core Set (M10)||Common|
|Tenth Edition (10E)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
|Want (12)||Otakufan64 , SpetznazM16 , StraightG , Tankergear , SadPokemon , mocaba , FateDecider , lookoutscience , xegster , ATTILAtheHUNGRY , Sjachkepesk0515 , GabenLagann|
Terramorphic Expanse Discussion
4 days ago
I used to have a pretty competitive Tatyova. when building her you really want to focus on her ability, she is a Landfall goddess.
LANDS: 38 More Lands are needed, Terramorphic Expanse is another Evolving Wilds and triggers Tatyova twice. and what i believe is a great land card and if not a staple for this deck Alchemist's Refuge . this card with Seedborn Muse will give you practically another turn on someone else's turn.
Since you going to be bring in lands allot, your going to want other creatures that play off the "Landfall" trigger.
Rampaging Baloths creating a 4/4 beast with every land can make you quite scary. Roil Elemental Stealing your opponents creatures when a land enters will give you huge advantage. Psychosis Crawler your going to be drawing lots of cards, might as well deal some damage with it. Hedron Crab and then we have a bit of mill... actually this is scary. you can play this card fast and let the hurt begin.
INSTANTS: Krosan Grip A K-grip is always a good card to have in a deck. Crop Rotation It brings in a land. and you can find Reliquary Tower . another land card that is a must have in a deck that will have you drawing so many cards. Deprive Returning cards to your hand is a great way to play lands again. this is a cheap spell with an EXPLOSIVE result.
ENCHANTMENT: a great card for "landfall" is Burgeoning if you can get this out early is crazy ramp. if you can get it out mid to even late game is SUPER good with all the "Landfall" triggers you might have out on the table. Courser of Kruphix here is a way to play lands from the top of your library in case you don't have any in your hand. plus some extra life gain. Exploration lets you play more land per your turn. Zendikar's Roil and some more tokens per land entering the battlefield.
ARTIFACTS: once this deck starts to really take off Aetherflux Reservoir will end games fast. Alhammarret's Archive even more life and even more card draw. Storm Cauldron is a nasty card. it will stop other plays in their tracks, while giving you all the advantage.
COMBOS: There are a few combos that are optional.
Amulet of Vigor , Perilous Forays and any token generator Rampaging Baloths , Zendikar's Roil ... you can even use your opponents creatures as sac fodder if you have Roil Elemental . HOW THIS WORKS: with Perilous Forays pay sac a creature, find a land and put it on the battlefield. triggering Zendikar's Roil creating another creature. with Amulet of Vigor that land comes in untapped, allowing you to repeat this until you have all your basic land and all the triggers you could possibly want.
this is an infinite combo Retreat to Coralhelm , Walking Atlas and Simic Growth Chamber this allows you to repeatedly bounce Simic Growth Chamber to your hand and on the battlefield as many times as you want.
So here is my suggestions. just ways to energize with Tatyova. Hope this helps.
5 days ago
I like it! If you're looking for suggestions I would possibly recommend:
Another option if you want recurring landfall would be comboing Ramunap Excavator and any land that requires you to sac the land like Warped Landscape , Myriad Landscape , Evolving Wilds , Terramorphic Expanse , etc.
Bonds of Mortality to bypass indestructible + hexproof.
Rampaging Baloths used in tandem with your ramp to abuse landfall triggers.
Sight of the Scalelords to make your big creatures bigger and scarier.
Multani, Yavimaya's Avatar to make use of all those forests you have lying around.
Prowling Serpopard adds some utility that prevents your creature spells from being countered.
Deck is looking real good though! +1 for Helix Pinnacle, that card looks W I L D.
1 week ago
1 week ago
Hey! So I have a few suggestions. Feel free to ignore any/all of them:
Cantrips are your friend in combo decks. Preordain and Ponder are the gold-standard here, since they dig pretty deep for one mana. You're including Brainstorm is good, but I'm not sure it's good enough without non-mana intensive shuffle effects (i.e. some form of fetch lands) to make sure you don't accidentally lock yourself with two cards you don't want on top. While cards like Prismatic Vista and Scalding Tarn can be expensive, depending on your meta something like Terramorphic Expanse or Evolving Wilds might be good enough. Flood Plain and Bad River are also worth considering. Other cantrips ( Opt , Sleight of Hand , Serum Visions ...) are ok but should be considered secondary to Preordain and friends.
Grafdigger's Cage is currently one of the best hosers in EDH, and it does not stop Urza's ability (since Urza's ability exiles the card before casting it, you never cast spells directly from your library). I think it's better than Darksteel Relic , since it still taps for mana and can be a turn one play while having a direct effect on the board state. Tormod's Crypt is a similar card you may want to consider. I think Relic of Progenitus is better than Phyrexian Furnace , especially since you're not running Snapcaster Mage .
Everflowing Chalice seems like a good rock. I've never been a fan of Mox Tantalite , since taking several turns to hit the board is a major drawback. Everflowing Chalice is a slightly worse Mind Stone , but you can cast it for zero when Urza is on the field and have a build-your-own Mox Sapphire .
Retract and/or Hurkyl's Recall can act as pseudo- Paradoxical Outcome s for the purposes of rebuilding mana or building storm-count for Temporal Fissure . They're admittedly not as good, but since you're already running Paradoxical Outcome you may want a redundant card for that effect.
You may want to revisit your counter-suite. Consider substituting more efficient cards for Dissolve and/or Exclude , since three mana is a lot to pay for a counterspell. Things like Spell Snare , Dispel , Spell Pierce , Swan Song , Pact of Negation and/or Delay are all good ways to protect your combo without using too much mana.
I think Mystic Remora is probably better than Rhystic Study . First, it comes down faster (T1 or T2), which means it catches your opponents' rocks when they're casting them in the first few turns. Second, four mana is a lot less payable than one, so you're more likely to draw even in experienced metas. Finally, your strategy is typically going to be a combo strategy -- so you don't need a PERMANENT shield, just one that will last long enough to protect you until you go off with Urza.
Cyclonic Rift is the best board wipe in blue. It's $20 nowadays, but if you can afford one you should definitely run it.
Dig Through Time is an excellent card, as is Treasure Cruise (though I don't like cruise as much as dig in combo decks like this, since it sees fewer cards). Running one of them seems like a good idea.
Chain of Vapor is REALLY good. If you can cast it and bounce an opposing stax piece ( Cursed Totem , Collector Ouphe , Damping Sphere ), it rarely gets reflected. And even if it is, you're likely to just be able to recast whatever they bounce on your board. More importantly, you can use it to bounce a bunch of your low-cost artifacts to both net mana and build storm. So... yea.
1 week ago
Maybe using cards like Sidisi, Undead Vizier so you can tutor cards and sac stuff you need in the grave, Scheming Symmetry , Phyrexian Delver , Bolas's Citadel , Buried Alive to tutor your wincons to the gy (like Necrotic Ooze Mikaeus, the Unhallowed and Triskelion and you win in the spot), Animate Dead , Dark Petition , Carrion Feeder , Gravecrawler , Living Death / Rise of the Dark Realms (that last one is kinda expensive) I'd suggest those as black cards. Using Sol Ring is more useful than Worn Powerstone , Expedition Map to tutor any land to hand, Tormod's Crypt bc gy hate is useful, Gilded Lotus 3 mana by 5 isn't bad, Thought Vessel , Aetherflux Reservoir wincon tho. The mana base kinda concerns me by the amount of basic swamps, you could use something like Cabal Stronghold , Reliquary Tower , Terramorphic Expanse , Evolving Wilds even if it's a mono color deck, being able to shuffle and get lands out of the deck will be useful, less dead draws. Sword of the Animist is always useful if you don't have ramp.
2 weeks ago
hey bud this deck looks dope! Looking like it really feeds on land drops & etb's.. if you wish for another functional copy of Evolving Wilds, perhaps swap a basic for 1 copy of Terramorphic Expanse
2 weeks ago
Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.
On artifact removal
There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.
As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.
In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.
Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.
Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.
In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".
Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.
On Graveyard Recursion
This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.
Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?
So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .
Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.
As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.
Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.
On Other Colours
I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.
Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.
While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.
The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.
But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.
On Other Players
Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.
And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.
So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.
4 weeks ago
Please link all cards in your question using double brackets.
If you don't have any basic lands in your library then you simply fail to find a land after the search and shuffle your library without putting any cards onto the battlefield. Because the contents of a library is hidden information there is no way to stop the ability from being activated. For the same reason you can decline to find a basic land even if you have one in the library. The same holds true for any search for specific characteristics you can "fail to find" even if there is something that matches the requirements in your deck. The only time that you have to find something is if you are simply searching for a "card" with no defining characteristic, because it is provable that you have cards in your library.
Terramorphic Expanse occurrence in decks from the last year
Commander / EDH:
All decks: 0.36%
GU (Simic): 1.14%
UB (Dimir): 1.29%
WB (Orzhov): 0.73%
UR (Izzet): 0.82%
RG (Gruul): 1.55%
WU (Azorius): 1.15%
GW (Selesnya): 0.96%
RBW (Mardu): 0.91%
BRG (Jund): 1.65%
UBR (Grixis): 0.92%
RGW (Naya): 2.21%
WUB (Esper): 0.57%
BUG (Sultai): 0.97%
GWU (Bant): 0.98%