Tranquil Expanse enters the battlefield tapped.
: Gain or .
Printings View all
|Commander 2018 (C18)||Uncommon|
|Core Set 2019 (M19)||Basic land|
|Commander 2017 (C17)||Uncommon|
|Aether Revolt (AER)||Common|
|Oath of the Gatewatch (OGW)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Tranquil Expanse occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Tranquil Expanse Discussion
1 week ago
Temple of Triumph replacing Stone Quarry
Temple of Malady replacing Foul Orchard
Temple of Silence replacing Forsaken Sanctuary
Temple of Mystery replacing Temple of Mystery
Temple of Epiphany replacing Highland Lake
Temple of Plenty replacing Tranquil Expanse
Temple of Malice replacing Cinder Barrens
Temple of Abandon replacing Timber Gorge
Temple of Deceit replacing Submerged Boneyard
Temple of Enlightenment replacing Meandering River
2 months ago
This looks like a fun deck. My only suggestion would be to work on the mana base a bit. For example, there's really no reason to be running Tranquil Expanse, a tapland with no upside. There are a lot of replacements such as Temple of Plenty for scry, Scattered Groves for fetching and cycling, or even Graypelt Refuge or Blossoming Sands for life gain. You could also look at bounce lands such as Selesnya Sanctuary, or filter lands such as Sungrass Prairie. Those are just the WG ones, but there are WU and UG equivalents for most of those dual lands.
Some other cool lands are: Treva's Ruins (a good replacement for Seaside Citadel), Soldevi Excavations (scrying for 1 generic), Halimar Depths, and Mistveil Plains (return card from graveyard and then tutor for it).
5 months ago
I like the overall idea. I'd cut cards like Verdant Embrace and Prodigious Growth because their CMC is too high for your mana base and are slow for the speed of your deck. Avacyn's Pilgrim is probably better for our deck that Llanowar Elves .
Shapers' Sanctuary is a good sideboard card. I don't know if I'd run it in the mainboard.
Look for ways to give your creatures indestructible or hexproof. Gods Willing works pretty well, but you are susceptible to board wipes.
6 months ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
7 months ago
As Throne of Eldraine Spoilers are flowing like a Fairy Tale Epic, I'll try to explain my reasons for things not mentioned for Allied Colors here yet. Before I do, Delay looks great, but how does Suspend work, & how good is it against opponents? I also suppose all ten Ravnica Signets & Talismans are better than Arcane Signet ? I'm intrigued about this; it seems like:
Is this where the rankings stand for Overall Power for these Mana Rocks? Just checking to be sure.
Finally, I still am guessing there's no substitute for Demonic Tutor unless anyone can say different. For now, though, It's a lost cause. Anyways, the list:
Arctic Flats Snow Taplands
Gavony Township Innistrad Location Duals
Grasslands Tap Fetches
Horizon Canopy Future-Sighted/Horizon Duals (Missing 4 other allied cards.)
Riftstone Portal Graveyard Duals (Or something...)
Saltcrusted Steppe Storage Duals
Sungrass Prairie The Crappy Fetchlands
Veldt Duals Utilizing Depletion Counters
Vitu-Ghazi, the City-Tree Ravnica Location Duals
Anything else as Dual Lands you may already be familiar w/. I just wanted to mention the worst Allied-Only, Nearly awful Allied-Only, & nothing else. Since I'm reduced to a situation where nearly all my cards in my Landbase need to not ETB Tapped, I want your opinions on the worst of the worst. & I'd like your opinions for the ones that didn't get noted that ETB Tapped, but is still good; which bumps off, for instance:
Stirring Wildwood Man Lands
Temple of Plenty Scry Lands
Selesnya Guildgate Guild Lands
If I'm missing out on anything, either:
A: It's a more common Two Color Land than these types.
B: So many use them, there is no point in mentioning them here.
Sorry for the inconvenience for all these kinds of lands. I just want to see as too which ones are worth adding... Thanks in advance.
7 months ago
Some hints I can give about your manabase:
Blighted Woodland is also a great land to ramp you when you don't have anything to do in the turn. Sungrass Prairie , Battlefield Forge , Fortified Village , Command Tower and Exotic Orchard can also be all stars here.
I would take out Temple of the False God , Drownyard Temple , Opal Palace , Saltcrusted Steppe and Tranquil Expanse for the lands above. Colorless mana doesn't help casting Mayael the Anima , so you better avoid it.
8 months ago
The wraths won't buy you time if you can't cast them in time. Maybe if you had some ramp - the first two creatures I suggest don't bounce anything back to your hand. For the AVG CMC here, you probably need 2 more lands to avoid missing a land-drop.
Quicksilver Fountain would be very janky here, but it might be useful. Depends on the meta. I'd suggest playtesting with it (or a proxy if in paper) in place of Spreading Seas and see how it compares. One very slight function would that lands that got counters after a Blood Moon hit would turn back into islands for you, which would grant you some license to incorporate more non-basics.
Halimar Depths will speed things up here. Slow-lands like Tranquil Expanse are pure junk and only for the most budget-tight decks. Halimar Depths isn't that. It's a utility you build into your mana-base. You have more spells at 4CMC or more than you have less, and an AVG CMC of almost 4. You'll likely have turns you won't have enough mana to cast anything anyway, so Halimar Depths won't slow you down. Also, it can help with Devastation Tide , which is kind of important given that Serum Visions cantrips before it scrys. Besides, I only suggested you add 1 copy. You probably won't even notice it's there.
My rule of thumb for draw card is the same as it is for tokens - as close as possible to a 1 draw or token per 1 mana spent. So Chart a Course is darn good, provided you can meet the conditional. And in trying to meet that conditional, you'll probably be helping your deck out anyway, because those early bodies will be more effective at keeping you in the game on turns 1-4 than 2 Remands and 3 Vapor Snags. Following my rule of thumb, Divination is considerably better than Jace's Ingenuity - costing 1.33 mana per draw vs 1.66. The artifact route also offers a nice draw card spell in Thoughtcast , but you already said you don't want to go that route. The other draw card that's a great deal in mono-blue is Visions of Beyond . And while you do have 3x Search for Azcanta Flip, that seems too slow to work in the long run. Also, I'm generally not a fan of cantrips, as they're essentially just deck thinning, and very few decks are reliable enough to have open slots to thin with. Finally, I don't see any major advantage to instant-speed draw card spells. Sorcery is the common speed for draw-card.
1 year ago
You might consider some land ramp for early Gishath on board: Rampant Growth , Farseek , Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Ranger's Path , Skyshroud Claim and Hour of Promise will do it. You might also consider swap some suboptimal lands for more basics: Blighted Steppe , Tranquil Expanse , Timber Gorge , Rugged Highlands , Vivid Meadow .