Badlands

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Masters Edition IV (ME4) Rare
Masters Edition II (ME2) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Badlands

Land — Swamp Mountain

(: Add or to your mana pool.)

Price & Acquistion Set Price Alerts

3ED

2ED

CED

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Recent Decks

Badlands Discussion

FancyTuesday on Catgon Paintrain WIP

1 month ago

I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.

ABUR duals - Badlands, Taiga, Bayou
Best in their class, but totaling over $700 they're the lowest bang for your buck

Filters - Graven Cairns, Fire-Lit Thicket, Twilight Mire
Under most conditions these filters are better than any other land, letting you turn a single of one color into double of another

Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets

Fetches - Bloodstained Mire, Wooded Foothills, Verdant Catacombs, ...
Fetches hit shocks and ABURs, so they function as wildcard lands that can always fix any two color hole you have

Ramp Suite:

You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.

Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.

fastbond_stripmine_crucible on Reani-Painter

1 month ago

why are you running Blood Crypt over Badlands and Watery Grave over Underground Sea is it budget reasons or do you want to bring your life total lower

IsThisAMagicCard on Charity Sale

2 months ago

I recently bought some cards in a morally ambiguous fashion, and decided to sell them and donate the money to charity. I'm asking for 75% of TCG low, but reasonable offers will be accepted.

Badlands

Bayou

Plateau

Savannah

Scrubland

Taiga

Tropical Island

Tundra

Underground Sea

Volcanic Island

Mishra's Workshop

Imperial Seal

Time Walk

Timetwister

All the cards will be shipped with tracking info and hard sleeves.

sleeper_agent007 on CMDR: Mathas, Fiend Seeker

2 months ago

Hey man. Thank you so much for your feedback. I appreciate it!

The problem, as always, is space. I am going to continue playtesting this deck while keeping your suggestions in mind. The current list is so very very tight. Here are some notes regarding a few choices that I previously considered.

Anguished Unmaking: It should be in here. I played against an Avacyn, Angel of Hope deck the other day and was cursing myself for not packing more exile effects. The thing is Mathas, Fiend Seeker triggers off destroy effects. It's what keeps us drawing cards. That's why I opted for Mortify instead. I did, however, add Slaughter the Strong after that match. It's another boardwipe that forces sacrifice so it can knock off Avacyn and other difficult to de with creatures. Having said that, you're probably right. I will most likely introduce Anguished Unmaking to the list.

Toxic Deluge, Boros Charm: I am a budget player and these are surprisingly expensive on MTGO. You can pick up a Badlands for a couple of tix but Toxic Deluge is inching towards the 8 tix mark. I own a paper copy of TD though and I totally agree with you - the best board wipe in the game. I'll eventually bite the bullet and pick one up online. It's just a matter of time.

Elesh Norn, Grand Cenobite: Oh Hell yes! This would be perfect in the deck. No doubt pricey, but I will look into it tonight. I think it would fit the theme, flavour, and mechanics of what the deck is trying to achieve.

Necropotence: That triple black though! Yes, it is awesome. And yes I own it. I'll see if I could squeeze it in.

Thanks again for your help. I'll keep an eye out on your posts and will add my own comments as well. Love your philosophy and definitely want to encourage that.

KIngWiggins on W: Laundry List of Cards, ...

2 months ago

I am also jumping on the JLK Deck Bandwagon and making a derivative Shadowborn Apostle EDH Deck. These are what I am currently looking for for that deck, as well as other decks I have.

I also have a Liliana of the Veil I’d be willing to put towards, or make a trade involving certain cards.

I also can look at binders for stuff I missed. A massive list of potential wants follows, but is in no way everything I want.

BOLD = Regular or Foil, but Foil greatly preferred

Main Project/Top Wants:
2x Phyrexian Altar
Scrubland/Plateau/Badlands
Replenish
Serra's Sanctum
2x Athreos, God of Passage
Razaketh, the Foulblooded
Rune-Scarred Demonfoil icon
Edgewalker
Xathrid Necromancer
Ob Nixilis, Unshackled
Remembrance
Secret Salvage
Enlightened Tutor (Original Art Preferred)
Rotlung Reanimator
2x Cabal Stronghold
Demonlord Belzenlok
Westvale Abbey  Flip
Demon of Dark Schemes
Anguished Unmaking
Vindicate
Harvester of Souls
Phyrexian Arena Original Art preferred but any will be considered
Black Market
Profane Procession  Flip

Also Looking for:
2x Spire Garden
2x Luxury Suite
2x Bountiful Promenade
2x Sea of Clouds
3x Morphic Pool

For other Decks:
Darkest Hour

Primevals' Glorious Rebirth
Oath of Teferi

Eladamri's Call
Sterling Grove
Sigarda's Aid
Sram, Senior Edificer
Karametra, God of Harvests
Danitha Capashen, Paragon
Messenger's Speed
Ajani's Chosen

For Trade:
Newly Updated Binder Not entirely everything I have, but a lot of highlights.

Spirits on Kaalia - Cheat A/D/D

5 months ago

Hi Elywood, Good start! Kaalia of the Vast is a really fun, albeit tier 3, commander that is the best!

Not sure of your budget, but here are some suggestion.

Alternative to Combo Win-Cons

The standard win-con in a Kaalia of the Vast which is not a combo is... Land Destruction! The idea being to use card's like Boros Charm, Avacyn, Angel of Hope, Teferi's Protection to protect yourself; OR have an A/D/D in hand that you can free cast that demands a response, but is hard to deal with no lands, like Hellkite Tyrant or Iona, Shield of Emeria. The key cards to this strategy are: Crucible of Worlds, Armageddon, Ravages of War, Cataclysm, Strip Mine, Waste land, Command Beacon. This is a HIGHLY viable strategy, people may not like facing your Kaalia of the Vast deck, but it definitely isn't a combo strategy.

Master of Cruelties has to be in there, attack with Kaalia of the Vast, drop in Master of Cruelties, during the declare blockers step their life becomes 1 (assuming he is unblocked), and Kaalia of the Vast hits for 2 finishing the player. Not a combo, a necessary Demon.

Another common strategy is multiple attack phases, non-combo, but with big A/D/D beaters, having multiple swings (especially with Vigilance is amazing way to deal damage). The key cards are: Hellkite Charger, Aggravated Assault, Sword of Feast and Famine, Aurelia, the Warleader, Seize the Day. There is a combo with Adarkar Valkyrie + Aurelia, the Warleader + sac outlet out of interest. Adarkar Valkyrie although not working properly with the Kaalia of the Vast mechanics, is still a great recursion angel. Reconnaissance is nice for this strategy too, as you can pull back your Kaalia of the Vast against block heavy decks, as well POST-damage, you can pull back EVERYONE, basically it gives all your creatures Vigilance.

Free A/D/D strategy, you have it with Sneak Attack, Quicksilver Amulet, Mimic Vat so your already there, try a Whip of Erebos gives all your creatures Lifelink, which increases your sustainability in drawn out games (non-combo strategy the only way to win is in a drawn-out game), plus give you another recursion engine. Could use a Sundial of the Infinite to keep them on the board permanently!!

Mana Sources

Lands: Blood Crypt, Godless Shrine, Sacred Foundry, Bloodstained Mire, Arid Mesa, Marsh Flats would be some nice improvements.

Rocks: Mana Crypt, Chromatic Lantern would be good.

$$$: Plateau, Scrubland, Badlands

Control

Angel of Despair is great at removal, Anguished Unmaking is necessary, Terminate at CMC2 is good as well.

Stranglehold is another good control mechanism, you have a few, can look at pairing it with Maralen of the Mornsong to lock down opponents draw. She has synergy with some other guys like Aven Mindcensor/Ob Nixilis, Unshackled. Eidolon of Rhetoric might stop a Sunforger cast depending on what you did earlier that turn, like a Haste Kaalia of the Vast for example, to consider, or in an Armageddon build will be very bad.

Out of the 99 Considerations

I'm not a huge fan of Reverberate/Shunt, you have Sunforger so I get it, but it will often just sit in your hand. And Kaalia of the Vast is usually splash , so not that valuable. Would rather have a Steel Hellkite or a Gisela, the Broken Blade, or heck, even a Wild Ricochet

Solemn Simulacrum really unnecessary land searching. Use mana-enablers instead.

Toxic Deluge is an all-star removal, but he removes Indestructible, so unless your facing that frequently in your play-groups, it will hurt you more than a Damnation, Wrath of God, or Rout will.

Boros Garrison/Orzhov Basilica I find it too slow without infinite combo, although it ramps, but you have lots of mana enablers. Field of Ruin colorless mana isn't great, don't need the search. Flamekin Village cost is too high, tapped+, try a Hall of the Bandit Lord. Shadowblood Ridge is also not great (I know it seems like it should be, but it's not!), Slayers' Stronghold is too expensive , use Hanweir Battlements instead, but even then it's borderline (but better), Smoldering Marsh isn't going to come in untapped when you need it, Temple of Malice/Temple of Silence I also don't like, but borderline for me would be my last cuts, Vivid Meadow is no.

Earnest Fellowship I wouldn't do this, might make it hard for you to block (which you have the big creatures that are hard to block already). A little too dangerous for my liking, let opponents pump their creatures, no need to do it for them, and block with your big guys.

Don't need Land Tax either, not enough basic lands. Wear could easily be an Anguished Unmaking and have better removal or a Vandalblast to get away from 1 for 1 play.

Devoted Caretaker I wish she provided protection period so could go unblockable. I think Mother of Runes is enough, but maybe theres someone that gives just protection and doesn't cost a and ? But it does permanents, so I get it.

Kothophed, Soul Hoarder will not be your friend some days during board wipe, but with so little drawing in Mardu, he's a fun one! I would run him in this type of build!

Coalition Relic I don't know it's worth it, give me a Chromatic Lantern any day.

Sun Titan is questionable, what are you bringing back? Lightning Greaves, Sunforger, Animate Dead, Necromancy only stuff. He's discretionary. High Mana cost but utility, he can combo with Fiend Hunter but again combos a different strategy (so can Karmic Guide btw).

Gilded Lotus seems highly unnecessary. Love the artwork on the Kokusho, the Evening Star always wanted him in.

Mana Distrubition

Right now, your 46%, 33%, 21% but your mana is 28%, 37%, 35%. In addition, Turn 1: 80%, 10%, 10%! / lands will be your best friends, but balancing / and / lands too. Avoid / that don't provide value, like Mountain, Shadowblood Ridge (awful), Smoldering Marsh, Temple of Malice.

Windswept Heath/Polluted Delta/Etc, the Off-Color fetches, can really help mana fix, pull a Sacred Foundry with Windswept Heath or a Godless Shrine with Polluted Delta / Etc.

Other Notables

Demonic Tutor doesn't get much better than that! Mortify can be a good utility removal the CMC3 makes it less attractive, Vampiric Tutor although inefficient to pull a Lightning Greaves or Gisela, Blade of Goldnight is still good enough. It's instant so at EOT pull what you need. Rakdos the Defiler can be fun in a Armageddon model. Fetid Heath/Rugged Prairie are not too shabby. Sensei's Divining Top can help look and top-deck the A/D/D you need, IF you have none in hand it can swap places so you don't miss Kaalia of the Vast drops. Cavern of Souls against Grixis/Izzet, Phyrexian Reclamation can keep you rolling once you run out of cards-in-hand, an alternate quasi-draw.

Very good Kaalia of the Vast non-combo deck, looks like a blast to play. Hopefully you found some of these ramblings useful.

sylvannos on Pattern Recognition #56 - Fetches

5 months ago

The problem with the article (and this has been pointed out all over the place over the years every time it gets posted) is that it assumes everything in a vacuum. It ignores that life is a resource.

For example, suppose I lose next turn to my opponent's infinite combo and the only way I can win is if I do so on my current turn. In that case, paying all but 1 of my life total to gain a even a 1% chance of drawing the card I need to execute my own combo is worth it. If I'm playing Storm and sitting at 4 life, paying 3 of that life to go grab a Steam Vents before I try to draw a card is worth it.

This is done at multiple instances throughout the game because I can only play one land a turn. So with the example of Storm in Modern, if I'm going up against another fast deck like Death's Shadow, Burn, or another combo deck, I can map out the number of cards my opponent can play.

So let's continue by taking a look at Burn. It can do 4 damage with Boros Charm. 2 damage a turn with Goblin Guide is one of its more efficient means of damage. Monastery Swiftspear does a lot of damage but is limited by the mana available. Atarka's Command likely does the most damage. A resolved Eidolon of the Great Revel is enough to kill me on its own. What's the fastest way that a burn deck can kill me, as a Storm player?

Hitting a land drop each turn is ideal for the Burn player. If they hit 4 lands and nothing but spells, they should be able to do 20 damage by turn 4.

So with 7 starting cards and then 4 turns being on the draw, they have 11 cards total. 4 of those are lands, meaning they get 7 of their burn spells. The absolute nuts is if they get multiple Goblin Guides and Atarka's Command. So:

Turn one: Goblin Guide, attack for 2 (18 life remaining).
Turn two: Cast another Goblin Guide, attack for 4 (14 life remaining). Cast Lightning Bolt (11 life remaining).
Turn three: Monastery Swiftspear -> Atarka's Command for 3 to the face (8 life remaining), pump the team, attack for 9 (0 life remaining).

That's 21 damage by turn 3, with the Burn player getting a strong draw. So if I'm on the play, and I know I take 21 damage by the Burn player's turn 3, that means the most life I can pay of my own is 10. That's because it's what keeps me alive at the end of turn 2. If I pay even 1 life, I'm dead on turn 3 regardless of what else I play. Because of this, any life I pay by turn 3 is irrelevant.

So if my opening hand has only 2 Misty Rainforest, but I need , then I'm going to pay at least 2 life to fetch a pair of Steam Vents. If I have to fetch and shock twice, I go to 14. I'm dead when my opponent gets their turn three, so I decide to combo off. Part way through my combo, I draw Scalding Tarn and Island. I can still play a land and I only need to get , so I can play the Island. However, since I know I'm dead the following turn, I may as well pay the life to use Scalding Tarn, even if it only improves my draw by 0.000000000000001%.

This is a long, convoluted example, but I hope it illustrates my point. Life is a resource. Games more often that not depend on certain life total breakpoints (in our Burn example, it goes 18 -> 13 -> 1). Using a fetch to thin out your deck in those cases makes the smallest percent worth it.

The times where the article is correct is when looking at a meta that does random amounts of damage each turn and you're playing Mono-Red Burn. It's better off to play nothing but basic Mountains, even if the option of fetches is there. That's because you'll never be in a situation where paying life to improve your chances will be relevant.

Even then, sometimes the shuffling itself becomes a relevant resource. Or you want to fill your graveyard (Grim Lavamancer being the go to example). But most of the time, it comes down to mana fixing. Because fetchlands can grab dual lands, they open up all 5 colors without any issues. If you rely just on dual lands, you may draw all of your spells, but only your lands. If those lands were Verdant Catacombs? It's no longer an issue because you can go get your Taiga or Badlands.

This becomes even more obvious against decks with few actual win conditions. Sneak and Show is going to attack me with either Griselbrand, Emrakul, the Aeons Torn, Ashen Rider, or all of the above. Scapeshift is going to kill me with Valakut, the Molten Pinnacle. Once you know the threshold for when these decks can kill you, crossing that threshold means any life you pay from fetchlands makes the deck thinning worth it.

Edit: I should mention, my point is that "Fetches are good for thinning your deck" is a correct statement. This is only clear if you take the time to think about why. But once you do, it's obvious and becomes second nature to most players.

EventuallyClassy on Dark Alley w/ Mr. Rakdos and His Eldrazi

6 months ago

... in this deck, you can use Marsh Flats to grab 5 differently named cards= Badlands, Blood Crypt, Smoldering Marsh, Swamp, and Leechridden Swamp. Very powerful at different stages in the game.

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