i like this card, but i am sure other people will not like it and it more then likely will never see play.
DarthKithkin
★★★☆☆ (3.3/5.0)(5 votes)
A less retarded version of Wasteland but slower than one would think playable... meh.
Maraxas-of-Keld
★★★★☆ (4.1/5.0)(5 votes)
Jund needs a lot of mana, this WILL see play.
A3Kitsune
☆☆☆☆☆ (0.0/5.0)
Gives every color a way of dealing with problem lands. Sideboard staple.
AXER
☆☆☆☆☆ (0.5/5.0)(3 votes)
Agree with DarthKithkin, Wasteland is much better. By the time you get rid of a non-basic (if the other player has any), they control 4 or more lands anyway... and you still have to pay {1} and {T} and Sacrifice this to do it. Very lame card Worldwake! Should be a sorried common and nothing more.
Hovercraft
☆☆☆☆☆ (0.5/5.0)(1 vote)
This with a playset of Wasteland, even just 1 of them or a pair of them, is insane. In Worldwake I was hoping, almost praying for some decent Land destruction like Sinkhole I know that will probably never happen but expect this card to exceed $10 in a few years. I see no reason why this won't be a sideboard staple in Legacy. Do you hate your friend's ISOCHRON SCEPTER.dec? Play this.
Urbar
★★★★☆ (4.8/5.0)(5 votes)
I like this card much more than Wasteland. I agree wastland is much better, but at the same time it takes away a whole lot of fun. On the other side Tectonic Edge is a very reasonable card. Imagne playing agains Jund with an Aggro-deck. You are able to slow down your opponent greatly. He can´t play his 5cc Spells and Broodmate Dragon will see play much later in the game. Then reload with grim discovery
True_Smog
★☆☆☆☆ (1.2/5.0)(2 votes)
Almost as good as Wasteland, almost.
blindthrall
★★☆☆☆ (2.3/5.0)(6 votes)
This is considered good? Strip Mine spoiled me.
KrisKross
☆☆☆☆☆ (0.0/5.0)
Great card with all of the hybrid lands and specials running around right now. Tho it will probably see a decline in use with later sets...
ClowWizardEriol
☆☆☆☆☆ (0.0/5.0)
While this card is not as efficient as Wasteland, the price on this card will go up a little simply because Wasteland has not been reprinted. I expect this card to see some use, although in Legacy, Wasteland will be preferred.
It is definitely designed to destroy the man-lands in Worldwake. Unless your opponent is using non-land mana, your opponent will most likely get to four lands.
wolfbear2
☆☆☆☆☆ (0.0/5.0)
Agree with blindthrall, strip mine spoiled me to much to really like this guy. But I know this is good and will rock standard if someone actualy plays it.
If you doubt this card at all you are an absolute idiot. This card can CRUSH a deck like Jund, or Grixis Control. UWR control really hates it, but they can work around it better than Grixis. You have problems if you don't see the significance of killing Jund's 4th turn land preventing their Bloodbraid Elf from landing, or stopping Grixis from landing the turn 7 Cruel Ultimatum it's aiming trying to land. Every deck out there has at least something this thing can hit. Even mono colored decks in standard run some sort of nonbasic land for one purpose or another. Boros, RDW, and WW all run fetch lands to pump their landfall creatures. When they play a fetchland turn 4 or later wait for them to tap their land and to sac it and then activate Tectonic Edge in response. Tectonic Edge resolves first and stops them from getting another land. So not only did you set them back a land, you stopped them from double pumping their creatures. Vamps run fetchlands for deck thinning purposes so they have some targets. Eldrazi Green use Oran-Rief, the Vastwood. All the new man lands are seeing tons of play and they all hate this card. Goblin Ruinblaster sees a lot of play for its ability to a huge percent of the lands in the metagame. So now put Goblin Ruinblaster's ability on a card that can't be countered. Wasteland sees play everywhere in Legacy, so there's no reason for this not to see play; its nicely balanced compared to Wasteland (and especially the broken Strip Mine) and a great addition to Standard. I don't expect as many decks to run Tectonic Edge in Extended compared to the number that will in Standard, but you can expect to see it there as well. Most decks only care about disrupting one land in Extended, Dark Depths, and this can't do it fast enough like Ghost Quarter. The format moves faster, and the most painful spells in Extended don't cost as much as what you see in Standard. A lot of the scariest things in Extended cost two mana so this is too slow to see as much use. It's going to be a house in Standard though, so buy a playset while it's still cheap. I wouldn't be surprised to see this hit the same price as uncommons like Path to Exile.
Grimn777
★★★★☆ (4.9/5.0)(8 votes)
@Plum
That is not exactly how it works. They play a fetchland, say you activate tectonic on it, they sac in response. Also, you cannot tectonic in response to them using the fetchland, because sacrifice is part of the cost, there will be no fetchland on the battlefield for you to target at the point you gain priority. While these are good for hitting the tri lands, m10 duals, etc, they are NOT good against fetches.
4/5
spectermonger
☆☆☆☆☆ (0.0/5.0)
I think they could've made it rare and taken away the 4 or more land--or at least made it 2. It's still quite good against quite a few decks, but the 1 activation cost already balances it, as you need to tap another land in addition.
achilleselbow
☆☆☆☆☆ (0.0/5.0)
How come no one's mentioned the Worldwake man-lands? I've gotten my face stomped by Raging Ravine one too many times, this should hep greatly.
bluelaser
☆☆☆☆☆ (0.0/5.0)
Sun Titan . Standard play will see half their lands destroyed.
benegade
☆☆☆☆☆ (0.0/5.0)
if i have two of these out, and my opponent has four lands, at least two of which are non-basic, can i sac them both to take out two?
gos
☆☆☆☆☆ (0.0/5.0)
@benegade: Yes. The first ruling on this card specifically addresses this point.
Mattmedia
☆☆☆☆☆ (0.0/5.0)
@benegade: Yeah you can do this, you just need to state that the second tectonic edge will be activated in response to the activation of the first tectonic, that way they stack and will both resolve at the same time.
LimePeel
★★★★☆ (4.2/5.0)(4 votes)
This is a great answer to all of the man-lands out there. Four of these mainboarded work well for me.
5/5
Enemy_Tricolor
☆☆☆☆☆ (0.0/5.0)
Definitely worth throwing in an artifact-heavy deck.
Before this was printed, half of the people on the forums lamented how this wasn't Wasteland, that LD is useless when they get to four lands, etc. etc. Now this is probably the single most played card in Standard, a 3- or 4-of in almost every deck, due to how important it is to be able to slow down control decks by a turn or two (and also to destroy Valakuts and the manlands). And Tectonic Edge does all these without spending one deck slot.
land_comment
☆☆☆☆☆ (0.5/5.0)(2 votes)
This is vicious... I love killing off Eye of Ugin or a Celestial Collonade.
Just because worldwake rocks doesn't mean it can't take care of its own lands. So, again...
CAN'T FIGHT THE WORLDWAKE POWER!!!!!!!!!!
dragonking987
☆☆☆☆☆ (0.0/5.0)
land_comment you do realize their are strictly better versions of this right?
mdakw576
☆☆☆☆☆ (0.0/5.0)
looks like a decent budget alternative to wasteland.
However, anyone who thinks this will see play in legacy is kidding themselves.
Kryptnyt
☆☆☆☆☆ (0.0/5.0)
I'd love to see this card reprinted in core sets. Its simple, balanced, effective.
jonb86
★☆☆☆☆ (1.0/5.0)(2 votes)
In current Standard, it's basically 95% as good as a wasteland as many lands will be played; and some of those lands will most likely be non-basic. About the only thing about this card worse then Wasteland (in current Standard at least) is the extra 1 mana it costs to activate; but lets face it, wasteland is broken; it's $50 each right now; and will NEVER EVER EVER be reprinted in any way outside of very limited promos (they have only made two promos, and was very difficult to get even then because you had to send off for the card via player rewards or for being a major event Judge).
stille_nacht
☆☆☆☆☆ (0.0/5.0)
surgical extraction.
>:D
Shadoflaam
★★☆☆☆ (2.8/5.0)(6 votes)
Strictly worse than Strip Mine. That said, when the Mine was legal, there were no Celestial Colonnades or BR Vamp archetypes, so for today, 4.5/5.
Zoltantf
★☆☆☆☆ (1.0/5.0)(1 vote)
The power level is right with the current standard. Older players are spoiled. I remember the days of Strip mine, and Wasteland. The good old days.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
This is like Doom Blade for manlands. The "activate this ability only if an opponent controls 4 or more lands" clause links this directly to each of the Worldwake manlands.
Lavaclaw Reaches - {1BR} activation. They need to have 4 lands just to use it, and if they have more it becomes much better.
Raging Ravine - {2RG} activation. They need 5 lands, but the ability may be activated multiple times to stack +1/+1 counters on the Ravine, making this at least the 3rd best manland in the cycle.
This card is a great answer to the WorldWake cycle of dual manlands, but is often a poor answer to the Mirrodin Besieged Inkmoth Nexus. In standard, the best cards for dealing with the Nexus are Lightning Bolt and Dismember. In Modern, Ghost Quarter.
They should print this card at common so that most pauper decks have a main-board answer to cloudpost. It would be a nice alternative to just banning cloudpost.
Continue
☆☆☆☆☆ (0.0/5.0)
Quite a lot worse than Wasteland, which is itself a less-powerful (but not-broken) Strip Mine... and this is still highly playable in Modern. Who could have guessed? 5/5
Saraneth888
☆☆☆☆☆ (0.0/5.0)
The fact that there are MULTIPLE cards that are ACTUALLY strictly better than this..... coupled with the fact that this was good enough to still make a pretty solid showing in standard..... should say something about the power level of Strip Mine and Wasteland...
like some other people mentioned, I'm a little spoiled by Strip Mine, but I have a few Tectonic Edges and I often run them in EDH where both of the drawbacks are really minimized (costs 1 extra to activate, and can only hit their 4th land or later)...
This is probably about as balanced as the Wasteland/Strip Mine variants will ever be... 5/5 for a solid, playable, and fair card that doesn't murder fun.
DarthParallax
★☆☆☆☆ (1.5/5.0)(1 vote)
Wizards will probably troll us by putting Strip Mine and Counterspell in the same Standard Legal set as a whole bunch of Darksteel Citadels and Cavern of Souls >.< If I were MaRo, I suggest those 4 cards at Mythic Rare every time I sat down to Design a set.
"Hey- you know what would sell booster packs? These 4 Mythics...." Which kind of ass hole would you prefer to be? Cavern of Souls-guy, or Strip Mine-guy? :)
I just want to see how many towns you guys would set on fire, really...XD
The fixed version of Wasteland, which was the fixed version of Strip Mine. I think they did pretty well with this card. It's very effective against many decks, and it isn't as wall-punchingly frustrating to play against as the other 2 cards I mentioned.
Comments (44)
On the other side Tectonic Edge is a very reasonable card. Imagne playing agains Jund with an Aggro-deck.
You are able to slow down your opponent greatly. He can´t play his 5cc Spells and Broodmate Dragon will see play much later in the game. Then reload with grim discovery
It is definitely designed to destroy the man-lands in Worldwake. Unless your opponent is using non-land mana, your opponent will most likely get to four lands.
buy THIS!
This card can CRUSH a deck like Jund, or Grixis Control. UWR control really hates it, but they can work around it better than Grixis. You have problems if you don't see the significance of killing Jund's 4th turn land preventing their Bloodbraid Elf from landing, or stopping Grixis from landing the turn 7 Cruel Ultimatum it's aiming trying to land.
Every deck out there has at least something this thing can hit. Even mono colored decks in standard run some sort of nonbasic land for one purpose or another. Boros, RDW, and WW all run fetch lands to pump their landfall creatures. When they play a fetchland turn 4 or later wait for them to tap their land and to sac it and then activate Tectonic Edge in response. Tectonic Edge resolves first and stops them from getting another land. So not only did you set them back a land, you stopped them from double pumping their creatures. Vamps run fetchlands for deck thinning purposes so they have some targets. Eldrazi Green use Oran-Rief, the Vastwood. All the new man lands are seeing tons of play and they all hate this card.
Goblin Ruinblaster sees a lot of play for its ability to a huge percent of the lands in the metagame. So now put Goblin Ruinblaster's ability on a card that can't be countered. Wasteland sees play everywhere in Legacy, so there's no reason for this not to see play; its nicely balanced compared to Wasteland (and especially the broken Strip Mine) and a great addition to Standard.
I don't expect as many decks to run Tectonic Edge in Extended compared to the number that will in Standard, but you can expect to see it there as well. Most decks only care about disrupting one land in Extended, Dark Depths, and this can't do it fast enough like Ghost Quarter. The format moves faster, and the most painful spells in Extended don't cost as much as what you see in Standard. A lot of the scariest things in Extended cost two mana so this is too slow to see as much use. It's going to be a house in Standard though, so buy a playset while it's still cheap. I wouldn't be surprised to see this hit the same price as uncommons like Path to Exile.
That is not exactly how it works. They play a fetchland, say you activate tectonic on it, they sac in response. Also, you cannot tectonic in response to them using the fetchland, because sacrifice is part of the cost, there will be no fetchland on the battlefield for you to target at the point you gain priority. While these are good for hitting the tri lands, m10 duals, etc, they are NOT good against fetches.
4/5
5/5
Just because worldwake rocks doesn't mean it can't take care of its own lands. So, again...
CAN'T FIGHT THE WORLDWAKE POWER!!!!!!!!!!
However, anyone who thinks this will see play in legacy is kidding themselves.
>:D
That said, when the Mine was legal, there were no Celestial Colonnades or BR Vamp archetypes, so for today, 4.5/5.
Celestial Colonnade - {3WU} activation. They need to have 6 lands.
Creeping Tar Pit - {1UB} activation. They need to have 4 lands.
Lavaclaw Reaches - {1BR} activation. They need to have 4 lands just to use it, and if they have more it becomes much better.
Raging Ravine - {2RG} activation. They need 5 lands, but the ability may be activated multiple times to stack +1/+1 counters on the Ravine, making this at least the 3rd best manland in the cycle.
Stirring Wildwood - {1GW} activation, they need 4 lands.
This card is a great answer to the WorldWake cycle of dual manlands, but is often a poor answer to the Mirrodin Besieged Inkmoth Nexus. In standard, the best cards for dealing with the Nexus are Lightning Bolt and Dismember. In Modern, Ghost Quarter.
like some other people mentioned, I'm a little spoiled by Strip Mine, but I have a few Tectonic Edges and I often run them in EDH where both of the drawbacks are really minimized (costs 1 extra to activate, and can only hit their 4th land or later)...
This is probably about as balanced as the Wasteland/Strip Mine variants will ever be...
5/5 for a solid, playable, and fair card that doesn't murder fun.
"Hey- you know what would sell booster packs? These 4 Mythics...."
Which kind of ass hole would you prefer to be? Cavern of Souls-guy, or Strip Mine-guy? :)
I just want to see how many towns you guys would set on fire, really...XD