Terror of the Peaks

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Terror of the Peaks

Creature — Dragon

Flying

Spells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast.

Whenever another creature enters the battlefield under your control, Terror of the Peaks deals damage equal to that creature's power to target creature, player or planeswalker.

FadingReality on Dragons, Dragons, Dragons

1 month ago

First off I would replace Doors of Durin with Rhythm of the Wild. Doors of durin isn't a bad card, but there's a couple things.

  • Rhythm of the wild will give your creatures haste, which is essentially the same thing as "tapped and attacking" in the sense that both scenarios let creatures attack same turn they come out.
  • Doors of Durin can technically whiff, even though it's unlikely.
  • You have no dwarves or elves in your deck, so the card does less than normal.
  • Doors requires you to have a creature that can attack in order to trigger, whereas rhythm doesn't require anything beyond casting a spell.
  • Rhythm is 2 mana cheaper
  • Rhythm also makes all of your creatures uncounterable (very important) and allows you to put +1/+1 counters on your dragons if you don't want/need the haste.
  • Second, Terror of the Peaks needs to be in the deck. He's way too good not to be. He's offense and defense simultaneously. Most of the dragons in your deck will let you kill almost any creature on the field while Terror of the Peaks is out when you cast them. I'd either cut Palladia-Mors, the Ruiner or Taigam, Ojutai Master. I'd probably cut Palladia though becuase she's a big beater that doesn't do anything else. After it attacks once (its only purpose in life) it doesn't even have hexproof. It's just a 6/6 with flying (which all your dragons have) and trample and vigilance. Whatever you cut, find a place for terror!

    jdogz32 on Mono red trying lol

    1 month ago

    You have some good cards in here but the deck is all over the place. I'd either focus more on the creature aspect like Terror of the Peaks or focus on the burn aspect. Also Lightning Bolt is a must add for all red decks. You can't get much better

    Ender666666 on Murders and Acquisitions (Marchesa Superiority)

    2 months ago

    Oh I think I had missed Terror of the Peaks I like it!

    Last_Laugh on Murders and Acquisitions (Marchesa Superiority)

    2 months ago

    First Day of Class is just the 1 time aspect that I don't like tbh. It's not a bad card, but it does seem weaker than the rest of the deck. I'd rather a repeatable effect to get a counter via Vigean Graftmage (highly underrated), sage, mimic, unspeakable, mikaeus, or at least have a reusable haste enabler like Ogre Battledriver that makes Flayer/Terror of the Peaks hit harder.

    Doombeard1984 on Winged Doom

    3 months ago

    Hi there Sorgol, Saw your Kaalia of the Vast deck and thought I would have a look see. Looks pretty good.

    I would suggest maybe running Dragon Tempest is just better, as the things you care about having haste is Kaalia really, so costs 1 less than your haste enabler currently does. Also has the bonus of doing damage should you put dragons onto the table.

    Terror of the Peaks is also a really good all round card for the deck as lets you do some damage any time one your haymakers comes in.

    Archfiend of Despair can see your opponents life drip away super quick. Stops anyone's life getting out of hand too. Do appreciate though, its a bit of a pricey card.

    Reconnaissance is also a baller card. Gives you a way of attacking with everything and in response to blocks you can save your stuff from bad blocks etc. Also (little know fact) there is a little step post damage in combat where you can uptap your creatures after damage is dealt, therefore gives your guys a psuedo-vigilance.

    If you are interested, here is my version of this deck... Kaalia, Raining Death from Above. Always happy to offer suggestions etc.

    +1 for your deck, and have a good day

    Azoth2099 on 5C Dragon Value Tribal

    3 months ago

    coloneldark

    Oi!

    Some synergies to consider: Cryptic Gateway, Ruby Medallion, Emerald Medallion, Nogi, Draco-Zealot, Sarkhan, Soul Aflame, Taigam, Ojutai Master, Guardian Project, Toski, Bearer of Secrets, Steely Resolve, Thornscape Familiar, Ancient Copper Dragon, Goldspan Dragon, Cavern-Hoard Dragon, Terror of the Peaks, Scion of the Ur-Dragon

    I know most of these aren't Dragon's but when you're trying to quickly fill the field with a bunch of big ole chonkers, you need cost reduction and Ramp! I'd also recommend more Rocks and Dorks to that end, as well as a few and/or rituals. I could easily see this build being overwhelmingly threatening within the first 5 turns of the game if tweaked a bit.

    Guerte on [[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

    4 months ago

    VexenX: I’m very happy to see an update from you. I no longer maintain my list here (I do on Moxfield), but I still check here from time to time and compare our lists, as they used to be pretty familiar.

    Omrath is still my best deck and the one I maintain and am currently known for in my group, and the LGS two hours away from me. I’ve taken it there for two tournaments, the first I won and went undefeated (and took out all players myself in each pod) and the second I did win first round, but lost out in the remaining rounds to a Captain Sisay deck. I also took it to MagicCon Minneapolis and had a very good showing.

    As far as your current decklist goes, here are some of my observations. First up will be the additions:

    Conduit of Worlds: At its core, Conduit is just Crucible, which is a strong enough card in our deck. But it allows us to recast our super strong permanents, like Doubling Season and Terror of the Peaks. Hell, even lets you keep recasting Omnath for 7. The one spell a turn isn’t a big deal, especially if we can rebuild and get super good value out of whatever we cast. Redundancy isn’t a bad thing, but I feel like this is a replacement for Crucible, not an addition to.

    Burgeoning: I also picked up the pretty copy and through it and Ghost Town back in the deck (not only for nostalgic purposes, but also for a House Rules EDH tournament). Unfortunately, I personally don’t think it’s good enough anymore. It was only really good enough with Ghost Town to take advantage of making tokens during everyone’s turn. But having to rely on lands in hand to take advantage of it makes this a dead card most of the time, at least in my trials.

    City on Fire: While it is nice to have a damage tripler, especially one in which you can Convoke out, I’m not sure it’s really necessary. I dropped Emancipation from my list and haven’t missed it at all. It feels just win-more to me.

    Gruul Turf: Absolutely yes! This is an awesome card to have, and haven’t regretted adding it in. However, I feel like you are missing out on taking full advantage of it my not having Kodama of the East Tree in your list. Having those two and a token generator like Omnath, Field of the Dead, and Scute Swarm (which is also not in your list and an absolute powerhouse in the deck) you can generate infinite tokens, which gets even better with Terror of the Peaks and Warstorm Surge.

    Now, onto the subtractions:

    Dire-Strain Rampage: I’m not entirely too sure on this cut. It’s ramp and removal in one spell, but it also has Flashback. Ramp twice, remove things twice, or mix it up. It’s a pretty versatile card.

    Rishkar's Expertise: I don’t think I can agree with this cut at all. The deck needs card draw, and this is one of the most powerful for the deck. Most of the time it’s a draw 5 and a free spell. Hell I’ve gotten a free Terror off of it and that meant game.

    Finally, onto the cards I think you should be playing:

    Tribute to the World Tree: I know you said you were looking for a cut above, but I can’t stress enough how you definitely need to. It’s an awesome card draw enchantment, and also buffs your smaller creatures, even tokens generated from Field and Scute.

    Scute Swarm: I like to consider this the secret commander of the deck. It gets out of hand so fast. I’ve gotten a turn 4 win off the back of this little critter.

    Kodama of the East Tree: Value engine. Not only does it enable you to make infinite tokens with Turf, just the value you get for dumping extra lands or other free permanents is insane.

    Jeweled Lotus: I know it’s an expensive card, and a one-time use, but getting Omnath out earlier is super strong.

    Dockside Extortionist/Jeska's Will: Much like Lotus, these guys help get Omnath out super early, but Will also helps ramp into other spells and draws you cards if he’s already out.

    Earthcraft: This is probably one of the most powerful cards the deck can have. With as many tokens as we can potentially make, this card can ramp us like no other. I was hesitant to run it at first, but when I finally did, I regretted not doing it sooner.

    That’s my two cents. I know it’s a lot to read, but hopefully it’ll give you something to think about!

    seshiro_of_the_orochi on Fuck Around And Find Out

    4 months ago

    Now this is a big pile of beef. Fine choice of creatures! Besides all the obvious bangers, I really like Ormos, Archive Keeper in here.

    I have tried to find at least some powerful and/or useful cards you don't already have in here. It was pretty hard I tell you, but I found some:

    Terror of the Peaks would obviously be very powerful. The price tag is stupid, though.

    Fierce Empath is a great tutor for such a deck.

    Impervious Greatwurm is insane with a commander that gives trample.

    Nyxbloom Ancient and its little sister Zendikar Resurgent could be good, as well. I especially like Zendikar Resurgent in decks like these. You will get into situations where a boardwipe simply annihilates you, and the enchantment will at least survive some wipes. This makes surviving and rebuilding way easier.

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