Thawing Glaciers

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Thawing Glaciers

Land

Thawing Glaciers enters the battlefield tapped.

, : Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner's hand at the beginning of the next cleanup step.

MrHuffle on KonoSuba: Crimson Magic of Explosion (Omnath)

5 months ago

I personally really like sticking to a theme or gimmick even if it means sacrificing the decks quality just because I have more fun with it. If I wanted to make this deck more competitive a Sol Ring would definitely make the cut tho.

Valakut Exploration looks very fun for this deck!

Wilt can probably go out for a Nature's Claim, I'm pretty sure I've got one lying around

Stone-Seeder Hierophant was mostly a backup Amulet of Vigor to combo with Perilous Forays but hasn't ever really been used so probably will be cycled out in the next wave of deck updates I do.

Thawing Glaciers Funnily enough would pair pretty well with Stone-Seeder Hierophant but it probably won't make the cut

Thanks again for the ideas Profet93! Draw well :)

WotanubisReturned on Spaghettification

5 months ago

lagotripha So this is my sole paper EDH deck; it started with Plargg, Dean of Chaos  Flip being really strong with Inferno of the Star Mounts in Historic Brawl on Arena: a dependable T4 kill. I put Birgi at the helm because the back side is a nice option and I didn't want the temptation to buy Boros lands, but playtesting it on MTGO for a while it turned out that she sat in the command zone more than not as I went off with Thrumming Stone, which usually works but struggles to finish if they have artifact removal. Syr Carah, the Bold seems to get a lot of hate so I hide her in the 99. I ran into Daretti while tuning and realized he has perfect synergy with what I needed; I think this is finally finished but I am still on the fence about Dragon's Rage Channeler, and 32 Approach wasn't that bad really. To be honest I haven't tested in paper ever, and since cashing out on MTGO I have removed four 2 cmc loot spells and added in ZNR spell lands, Goblin Engineer, Kuldotha Forgemaster, Temporal Aperture, Memory Jar, and Thawing Glaciers.

FormOverFunction on Your Favorite Plays

8 months ago

Well before Kaldheim there was a guy who had a sweet Thawing Glaciers and Extraplanar Lens deck that was fitted with all snow-covered islands (so no one else benefited from the lens) and my natural disaster deck hit the Cold Snap. That’s the only time the card has ever been relevant, probably for anyone, in my lifetime.

PlupFan on Omnath, Very Upset Locus (2021)

1 year ago

rwn1971 Yeah, for my meta, Thawing Glaciers is just too slow. It does synergize well with Landfall, but the fact that it enters tapped really sucks. You'd have to have multiple land drops to even have this ramp you, and even then it's too slow. For me personally, unless I'm on a budget, tapped lands need to have a really nice upside.

By the way, I've been trying out Purphoros, God of the Forge and it has been super great.

Ector on Galea, the Equipmonger

1 year ago

The Ramp, the Lands and Topdeck Manipulation

The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:

  1. Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!

  2. Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .

The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .

This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.

The Aura Selection

Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.

The Hidden Gems

Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.

Moonsilver Spear and Seraphic Greatsword create 4/4 flying Angels. If you have both, you can create enough blockers that can eventually kill somebody.

Dowsing Dagger  Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !

Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .

Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .

Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.

Fierce Guardianship means that you always might have a counterspell :)

Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!

bloodmvzzle on This Deck Does Not Believe In Free Will

1 year ago

Mox_Dookie thanks! Aside from the obvious like Opposition Agent and Ob Nixilis, Unshackled you can also combine it with Teferi's Puzzle Box to lock your opponents out of a hand, Thawing Glaciers also has a nice synergy with Maralen to allow you access to lands while tutoring for bombs. Dark Confidant also let’s you keep the card advantage.

king-saproling on QQ

1 year ago

Thoughts on these? Trophy Mage (finds Crucible), Stone-Seeder Hierophant (functions like Lotus Cobra, really good with Thawing Glaciers ), Animist's Awakening , Kamahl's Druidic Vow , Pentad Prism (in opening hand, gets Taty out T3), Elite Arcanist (can hold counterspells or win with Nexus), Isochron Scepter , Kaho, Minamo Historian (gives you options during opps' turns to counter something or use a tutor. Can go infinite with Nexus if you include Riptide Laboratory ), Realms Uncharted (instant, helps set up Sanctuary combo), Intuition (pretty versatile, could go for lands or EWit + Noxious + Temporal Mastery. and it's instant :O!) Littjara Mirrorlake (decent in your build as-is, can go infinite with EWit + Crucible if you include Time Warp ), Sakura-Tribe Scout (I'd slot this in over Oracle of Mul Daya since the effect is similar but Scout can get Taty out faster while Oracle can't), Ghostly Flicker (has neat utlity here. could be used defensively, to draw a couple cards, or as an infinite combo piece: EWit + Sanctuary + Time Warp)

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