Badlands

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Vintage Masters Rare
Masters Edition IV Rare
Masters Edition II Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare

Combos Browse all

Badlands

Land — Swamp Mountain

(: Add or to your mana pool.)

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -4%

4.07 TIX $3.64 Foil

Isle of Cards

$95.43 Paper

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Badlands Discussion

Penthoplayer on How to summon a Daedric Prince

2 weeks ago

Force of Will. Nah, just kidding, but if your budget allows, Volcanic Island, Badlands, and Scalding Tarn should be top priority. Otherwise, blue staples are the highest priority with at least shock lands and fetches. Brainstorm and Ponder are cheap blue staples because of deck fixing on cantrips, and, if you can afford it, Jace, the Mind Sculptor is king in Legacy.

Nobilior on Selling Bayou, Badlands, 4 Foil ...

3 weeks ago

Greetings! I'm seriously cutting down on my collection (may end up selling everything), and will be listing a lot on ebay over the net few months. Currently, the cards listed are:

1x Bayou 1x Badlands 4x Graveborn Entomb 4x Graveborn Reanimate 2x Theros Thoughtseize 2x Onslaught Bloodstained Mire

Ebay Link

n0bunga on Dark Phoenix, Who Frowns At Fun

1 month ago

No because that can fetch for Badlands, Blood Crypt, Plateau, Sacred Foundry. Definitely way more valuable than a basic mountain when you consider that! :)

If anything I'd swap for Arid Mesa or Marsh Flats but I just don't have the funds for those at the moment.

K2lewAlmighty on Death's Shadow in Legacy??

1 month ago

I had the thought a couple months ago that Death's Shadow might be playable in Legacy if you play the Modern version almost card-for-card. I don't have the money for any copies of Badlands or Bayou, and I figure the deck would play the same lands anyway. Could possibly be an easy way to transition from modern. Anyone have any thoughts on this? Experience? Suggestions on cards to play, like Berserk?

AwezomePozzum on The Deckwatch [Home Base]

1 month ago

Friend opens CN2 pack: Show and Tell

Decent.

Opens Eternal Masters pack: Animate Dead, 3 dollar rare I forgot the name of. (Yeah I broke my single pack rule, fight me)

Worst ema pack I've ever opened... wait

double check

Sensei's Divining Top

:DDDDDDD

It's literally the second most valuable card I've ever owned (Badlands is first, Cavern of Souls is third), I need to breathe some more

Firebones675 on Lyzolda, the Blood Witch

1 month ago

Ok for 2 platers you can afford to get a bit more aggressive. This may sound obvious but you are going to want to unload the 20 damage you need to win as quickly as possible. To that end there are 2 things to keep in mind:

1) keep cmc low: cards like Grave Betrayal are nice but at 7 mana your opponents life total should be relatively low and you would rather have direct damage or more creatures to finish them off. Cards like Vile Requiem that arent useful into late game are also iffy

2) your life total is irrelavent. The longer the game goes on the less likely aggressive decks will win. As such don't fell bad about paying some life.

On that note you will want cards like Bitterblossom to provide a stream of creatures to beat down with and cards like Phyrexian Arena can keep your hand full.

here are cheap creatures to beat face with: Carnophage, Diregraf Ghoul, Firedrinker Satyr, Goblin Guide, Jackal Pup, Vampire Lacerator, Rakdos Cackler, Ash Zealot, Bloodghast, Blood Scrivener, Crimson Muckwader, Dark Confidant, Dauthi Slayer, Hellspark Elemental, Keldon Marauders, Rakdos Shred-Freak,Spike Jester, Young Pyromancer, Shambling Remains, Hell's Thunder, Anathemancer. I'm not saying you need to include all those cards but cards like that are nice. I's worth noting that they are efficient for their mana cost which is where aggressive decks want to be. The game plan can be attacking with cheap creatures and finishing them off with burn.

This means you want your lands to be able to come in untapped. assuming you don't want to buy a Badlands, there are still other lands that can tap for both colors and come in utapped like Blood Crypt, Dragonskull Summit, Blackcleave Cliffs, Sulfurous Springs. If you have in your deck the fetchlands (Bloodstained Mire/Polluted Delta/Wooded Foothills/Verdant Catacombs/Marsh Flats/Arid Mesa/Scalding Tarn) you can always fetch for your one-of blood crypt.

You can throw in hand disruption like Duress, Inquisition of Kozilek, Thoughtseize, Hymn to Tourach, Blightning but i'd keep the amount relatively low.

Sign in Blood/Night's Whisper can also refill your hand

Price of Progress/Smash to Smithereens are also ways of dealing damage

Burst Lightning is a strictly better shock.

Sorry if this was long but I hope this helped. I think your deck is a good start but just needs to be a bit faster.

Addrum on artifact bullshittery (marchesa edition)

1 month ago

Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.

Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.

I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.

As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.

Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.

Palinchron + Deadeye Navigator is a good generic combo for infinite mana. Grand Architect + Pili-Pala is another good option, and the Architect also works as a ramp card.

This style of sacing artifact deck will find Junk Diver very useful. The full package includes also Myr Retriever, Scrap Trawler and Workshop Assistant.

A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.

For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.

Lastly, you can go deeper in the artifact theme including cards like Mycosynth Lattice, Unwinding Clock, Clock of Omens. Thats when things go crazy.

As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.

Man, that was a wall of text xD tell me if you have any questions.

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