Land — Swamp Mountain
(: Gain or .)
Canyon Slough enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
|Want (2)||Cactusman , CJ_Crispy_97|
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|Commander / EDH||Legal|
Canyon Slough occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
Canyon Slough Discussion
2 weeks ago
Looking into doing some weird thing with my manabase, going possibly basic free, using 8/10 of the Ravnica Guild bounce lands, switching my basic land cyclers into the Alara Reborn land type cyclers cycle (like Pale Recluse). The bounce lands would let me keep fewer lands while keeping a normal mana/turn, and bounce the cycling lands back to my hand to cycle out.
2 months ago
Amazing, appreciate the advice! I have been very worried about the manabase... I am new to commander so pretty much got all the duals I could afford and threw them in there.
Allied colours just have so many more affordable duals but my early game, and deck in general, leans white. I have the same problem in my temur deck that leans blue but gruul lands are just much easier to come by on a budget.
Current thoughts are to lose a direfleet daredevil and offspring's revenge for 2 plains, then go from there.
Potential changes are:
Cut the Bojuka Bog although it's good graveyard hate
Cut the Inspiring Vantage although it's one of my few duals with white in
Cut the Canyon Slough although it's got 2 land types
Cut the Dragonskull Summit although i can probably now fit enough basics to make it work, i probably want them all to be plains?
Mana is hard.
Thanks for taking the time to have a look!
2 months ago
Nice deck! I would recommend the following changes;
Cut 3 lands for 3x Snapcaster Mage.
Change some of the basics and maybe even the Fetid Pools and Canyon Sloughs for lands the Alpha Duals in your colours (Badlands, Underground Sea and Volcanic Island), or, for a more budget friendly option, the Shock Lands from Ravnica in your colours (Blood Crypt, Steam Vents and Watery Grave).
2 months ago
Hey, you have lots of reanimation spells, as well as creatures you want to reanimate not cast, but lack enablers for reanimation. Enablers are cards that can put your creatures into your graveyard so they can be reanimated. The budget Eldrazi want to be in your graveyard, you don't want to to cast them because they're too much mana. You want a some what equal ratio of enablers for reanimation and actual reanimation spells.
Buried Alive can tutor for any three creatures and put them into your graveyard. It's excellent with Anger, as one of the three, to give all your creatures haste. Letting them attack/do damage faster which is good with annihilator. Final Parting does both, it can tutor for a creature to reanimate, putting it into your graveyard and the reanimation spell to reanimate it, putting it into your hand.
When you can draw cards before or after discarding this can help to enable reanimation and keep your hand stocked of other cards to cast or give you more chances to draw a reanimation spell. Magus of the Wheel can discard your hand and draw a new seven card hand. In Magic this effect is called a wheel. Dragon Mage can be a repeatable wheel effect and it's on a 5/5 odd CMC flying Dragon. It's a creature to reanimate especially if it has haste. Neheb, Dreadhorde Champion is repeatable pseudo wheel effect if you do combat damage with Neheb. Difference is you choose which cards you discard and then draw that many cards as well as make red mana equal to the number of cards you discarded. Neheb can be an enabler and ramp to help to cast Eldrazi.
Azra Oddsmaker can be repeatable discard/draw. You choose a creature you control and if that creature does combat damage to an opponent then you draw two cards. Oddsmaker is an odd CMC and it can target itself. Faithless Looting, you draw two then discard two. With flashback you can cast it again later on if at some point you draw a creature and can't cast it, but have reanimation in hand. Flashback also makes it so you can discard Looting to another effect and cast it later.
Budget lands to consider adding: Command Tower, Smoldering Marsh, Canyon Slough, Ash Barrens, Jund Panorama, Tainted Peak. If you add Anger then also add Smoldering and Slough. They're dual lands that count as a Mountain for Anger.
Good luck with your deck.
5 months ago
Hey, you can do a lot with a $60 budget for upgrades. For non madness, do you still want to play the Worldgorger combo? Again this combo will be at least $20 of the $60 budget. Without the combo you could make plenty of other upgrades for $20, but the combo makes your deck much more competitive.
For multicolored decks I always start with allocating enough of the budget for the manabase, to add some playable lands. I figure I need to have a good manabase otherwise what's the point in making the deck if I can't consistently cast cards. For your deck I would start with adding these lands:
- Graven Cairns
- Dragonskull Summit
- Smoldering Marsh
- Foreboding Ruins
- Tainted Peak
- Emergence Zone
- Jund Panorama
- Opal Palace
- Canyon Slough
- Temple of Malice
If playing non madness, still play some madness cards that become better when you discard them with Anje. There's really reason to not take some advantage of playable madness cards with Anje as Commander.
- Avacyn's Judgment
- Bloodhall Priest: only if playing Worldgorger.
- Anje's Ravager
- Muck Drubb: especially if you choose to play Worldgorger.
- Psychotic Episode: especially if you choose to play Worldgorger.
- Big Game Hunter
- Asylum Visitor
- Fiery Temper
- Dark Withering
- Archfiend of Spite
- Call to the Netherworld
Other advice I can give will be determined on if you want to play the Worldgorger combo. I'm basing it on the combo because your deck can look quite a bit different if not playing the combo.
6 months ago
There are some other "targets" for discard, but I don't think all of these are the best for you. I'll list each of them instead of loads of paragraphs.
Punishing Fire - Could be a replacement for Spit Flame but honestly that's up to you. Punishing Fire is technically more versatile since it hits any target and depending on the matchup it can be easier to retrieve. However, Spit Flame has an easier time removing creatures. This one more to just let you know exists.
Flamewake Phoenix - Again, a card that I'm mentioning just to let you know exists. Since most of your dragons have 4 or more power, you could easily get this card back from your graveyard but you would also deviate a bit from the draconic theme.
Ore-Scale Guardian - This one isn't a target himself, but he makes it more profitable for you to discard lands, specially if you end up being mana flooded.
Runehorn Hellkite - Can be used to refill your hand late game(?) and as he's no diffenrent from other dragons, there's no downside letting him rest in your grave until you active it's effect.
Fiery Temper - Basically adds 3 damage for one mana to all of your discard spells.
These are the monored option. I also have options that would actually require you to splash for black. These are, of course, not mandatory for you to run, but it's always good to get to know more cards.
Bladewing the Risen -A giant dragon that reanimates another one when it comes into play and also has the ability to pump all your dragons. Obviously he's not a target for discard himself. However, he can make other dragons more interesting to discard.
Boneyard Scourge - Pretty simple. Dump him into the graveyard and when one of your dragons die, you get him back for a really cheap cost.
Bone Dragon - A recurrable dragon that can be left in the grave until the late game when it can come back multiple times, assuming you have enough cards in the grave.
In case you consider any of these black cards or you just don't feel confortable not bein able to cast the Thralls, there are a few budget lands that can help you with the mana. Also, the Haven of the Spirit Dragon could help you cast the black dragons but not activate their abilities.
About the cuts for the Thralls, you are still above 60 cards. There are some other cuts you can also make.
Dragonspeaker Shaman - They're quite expensive and you already have a pretty decent amount of "ramp" and cost discounts. Even more, they're really easy to kill.
Slumbering Dragon - He seems quite tempting to play as he can grow a lot. However, that's the problem, he CAN grow but nothing guarantees he will. Also, only one in the deck won't help at all.
Sarkhan's Triumph - Since you now have more card draw, you could maybe cut one of these.
7 months ago
Add 1 or 2 Canyon Slough to the Mana base and maybe bump up to 20 lands. Your key spot is the 3 drop slot so you camnot afford to miss any land drops by T3. This should do it.
You are right about Graven Cairns , in fact I would go so far as to add 2x more to this plan because of the utility. Maybe drop the 2x Dragonskull Summit for one more AND 1x copy os Spinerock Knoll.
7 months ago
- Avarice Amulet > Folio of Fancies (Just a better card in this slot, cheaper cmc and will do more for you overall)
- Seer's Lantern > Mind Stone (Cheaper cmc mana rock)
- Rakdos Locket > Rakdos Signet
- Izzet Locket > Izzet Signet
- Dimir Locket > Dimir Signet (Signets are just much, much better)
- Cursed Rack > Mountain (Cursed Rack is just average and very narrow in your deck)
- Sulfur Falls > Swiftwater Cliffs (Slight downgrade but saves $3.00 USD)
- Canyon Slough > Rakdos Guildgate (Saves cash, Canyon Slough enters tapped just the same, the reason this costs more $$ is because it has Swamp and Mountain in its land type, rare for non-basic lands, it means it can be fetched by fetch-lands like Bloodstained Mire )
- Revolutionary Rebuff > Arcane Denial (Counters any spell and adds some draw for you and opponent, which likely means 2 more damage for them too, an added bonus)
- Manalith > Wayfarer's Bauble (Manalith is pretty average at 3cmc, land-ramp with the Bauble is better in this case)
- Rakdos Cluestone > Star Compass