Cascade Bluffs

Cascade Bluffs


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Printings View all

Set Rarity
Masters 25 (A25) Rare
Zendikar Expeditions (EXP) Mythic Rare
Eventide (EVE) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cascade Bluffs occurrence in decks from the last year


All decks: 0.06%

Commander / EDH:

All decks: 0.05%

UR (Izzet): 1.28%

UBR (Grixis): 0.62%

Cascade Bluffs Discussion

DemMeowsephs on Niv-Mizzet, Minigun Mode

3 weeks ago

Nice deck! I would consider gving your land section an upgrade. Maybe consider cutting some of the tapped ones for some of these!

DemMeowsephs on Artifacts for days

3 weeks ago

This is a great deck! But hold on buddy, that is a LOT is basics. I would cut some of those for some of these:

DemMeowsephs on Givin the Dog a Bone: Pako and Haldan EDH

1 month ago

I would upgrade the lands a bit in your deck, to make it win a lot faster and be more efficient! You have all the shock lands (Breeding Pool, Steam Vents, and Stomping Ground! You also have all the check lands (Hinterland Harbor, Sulfur Falls, and Rootbound Crag However, I would try and include some of the following:

DemMeowsephs on Mizzix The spell Master

1 month ago

I would recommend some better lands, you have some really good ones. but there are others you can include instead of tap lands. I would recommend some of the following:

multimedia on Animar Elemental Tribal

1 month ago

Hey, consider Primal Surge? I suggest it because there's very few instant/sorceries here and Surge can dump a ton of your deck onto the battlefield in one turn. Surge can put lands onto the battlefield. You can get ramp from more permanent sources: mana dorks, mana rocks and land auras. Rift and Chord are worth playing even with Surge.

Other cards within the budget to consider adding:

Cards to consider cutting:

  • Temple of Abandon
  • Temple of Epiphany
  • Oran-Rief, the Vastwood
  • Farseek
  • Rampant Growth
  • Cultivate
  • Kodama's Reach
  • Decimate
  • Harrow
  • Rubblehulk
  • Grave Sifter
  • Draining Whelk
  • Creeping Trailblazer
  • Embodiment of Spring

Good luck with your deck.

multimedia on Niv mizzet my problem

1 month ago

Hey, it's been a while. To link to your deck wrap your deck's slug with brackets. The slug can be found at last part of the Internet address to your deck (/niv-mizzet-my-problem/). Your deck name is unique therefore the slug is the name of your deck thus you only have to use the name with brackets to link to it. Niv mizzet my problem


To link to a card you also use brackets around the cards name. Aetherflux Reservoir

[[aetherflux reservoir]]

Understand, that cEDH is whole other monster of a format then Commander. I don't play cEDH, because it's not a budget format, but I do try to follow it. I think before you think about cEDH you should make your deck ready for casual competitive. This is how I play Commander, by building casual competitive decks. Causal competitive to me means a competitive deck that's not as powerful as cEDH deck, but is using some cEDH deck building philosophies without the massive cost. Uses a combo to win and keep the avg. CMC as low as possible.

The most competitive thing about Niv is the infinite damage combo with Curiosity, Ophidian Eye and Tandem Lookout. Glint-Horn Buccaneer combo is also good. If wanting to be more competitive then the rest of your deck should be cards that can help you to find the other card you need for the combo, protect the combo, play ramp that will help you to cast the combo faster and interact with your opponents until you can assemble the combo. Your world in a competitive game with Niv should be about how you can assemble the combo the quickest with protection because this is how you win the game.

One way to be more competitive is to cut all the unnecessary high CMC cards. In the case of Niv he's really the only high CMC creature threat you need. You want to keep the mana curve low to be able to play more spells each turn and not have too many cards in your hand that you can't cast. Being competitive is about getting as much value for the mana cost as you can from the cards you play.

Some examples of non-competitive lands in your deck:

Best to not play any lands that will always ETB tapped because these lands slow you down and make it more difficult to leave mana up to cast instants on your opponents turns. It's better to play more basic lands then these lands if you have to. To be more competitive you need to be able to spend for good lands. A competitive manabase is not cheap; in fact it will most likely be the most expensive part of your deck, but this is needed. The first thing I do when building a casual competitive deck is allocate enough of the budget for good dual lands as these are essential to the deck functioning.

An example of lands that could replace these lands to be more competitive.

Other examples:

cEDH examples:

Don't be afraid to pay life to make mana in 40 life Commander.

I can continue in another comment. Would you like more advice?

mtgplayer100 on Kiki Control

2 months ago

Probably Remand. The card is good, but the format is just so fast now, especially with red blizt at the top. Maybe also some of the cantrips, as you probably don't need more than 4 or 5 with 24 lands. Cascade Bluffs is also another card to consider to help cast kiki-jiki.

Mortlocke on The Queen's Egg

3 months ago

Yarok, interesting. There seems to be a big push for the inclusion of Sliver Hive - what do you think about my recently voiced thoughts in the comments above? My consensus is that it's a good land, but not a great one. The third ability is completely worthless and shouldn't be on the card - or it should be better. The second ability is good, and the only reason to use the card - but ultimately falls short. Why can't that colored mana it be used for all spells? The first ability is alright - ultimately making the card more comparable to a Filter land (i.e. Cascade Bluffs). I'd play test it if I thought it was a better card overall.

Now why on Dominaria would I cut a bunch of lands to make room for basics? What do you mean the ramp won't work well without them? You can't just give such cryptic advice and not explain your logic.

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