Cascade Bluffs


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

Printings View all

Set Rarity
Zendikar Expeditions Mythic Rare
Eventide Rare

Combos Browse all

Cascade Bluffs


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Cascade Bluffs Discussion

scrotality on Blue Red Kiln Thing In Ice

1 week ago

less lands. like 17 or 18. no planeswalkers - they don't trigger fiend and they make your cmc high. drop grim lamamancer and vexing devil for 4x Monastery Swiftspear. also id make some room for 2x Apostle's Blessing. Thunderous Wrath and Cyclonic Rift are kinda weak in this. you want things that trigger prowess and fiend while giving you card advantage: Sleight of Hand, Serum Visions, Manamorphose. sorry to rip apart your deck, but you asked for advice on making it competitive :) theres a guy at my lgs that runs a build like what i laid out here and absolutely wrecks people. his deck is bad ass.

oh and i wouldn't recommend Cascade Bluffs. too likely to be the only land in your opening hand (one landers are generally ok in this kind of build). 4x Spirebluff Canal is pretty awesome.

enpc on The Gathering Storm: Animar EDH

1 month ago

Some more cards I think you can cut:

Wizard Replica, Narnam Cobra, Epochrasite, It That Betrays, Platinum Angel, Runed Servitor, Efficient Construction, Etched Champion

None of these cards feel like they do enough in the deck to warrant a spot.

As for lands, If you can get tham, the filters could also be a good way of fixing your red mana (Fire-Lit Thicket / Cascade Bluffs).

Lilbrudder: you're thinking of Tarnished Citadel.

acbooster on Progenitus EDH

1 month ago

One thing you can definitely do to speed up the deck is to speed up the mana base. You have the full cycle of bounce lands, and while they do produce two mana each, they not only enter tapped but become prime targets for any kind of land destruction. I'd replace them with the shocklands or filter lands honestly, the filter lands especially. Filtering a red or blue mana through Cascade Bluffs with something like Mana Reflection out will help a ton.

I'd also tweak the mana distribution to better match the color distribution. You have a lot of white and green cards, but your mana production is evenly distributed. This makes it more likely that drawing one of those white or green cards will be a dead draw. Also look at how color intensive things are. You have cards with WWW or BBB, but don't necessarily have the means to support those. You can't rely on having your color fixing or anything in a game, so it's better to be able to work without it than to rely so heavily on it that by removing it, your deck becomes crippled.

Your lands are also a bit light for your curve and average CMC. 36 is usually my go-to for first making a deck, then adjusting the count down for more aggressive decks and up for more grindy decks. This deck has a lot of big things to cast, especially around 5 mana. I'd bump the land count up at least to 34, again, you can't rely on your mana rocks. There's a ton of artifact removal in EDH and you only have one card that can protect your rocks to some degree.

NarejED on melek v1

2 months ago

Cards currently missing that I think should be added:

Mind's Desire: One of the best storm cards in existence. Auto-include.

Mystic Remora: Even in casual metas, this card is fantastic. Auto-include.

Seething Song, Desperate Ritual, Pyretic Ritual, Snap: Extremely relevant gas on the combo turn. Snap has the upside of being one of strongest bounce spells in the format. If you frequently find yourself tight on mana, Inner Fire can be a reasonable option.

Remand and Unsubstantiate: Relevant countermagic throughout the game that serve as doublers for your Grapeshot and Mind's Desire. Both effectively halve the necessary storm count, assiming you have the resources to recast your storm spells.

Intuition: It's bad if you're in black, but UR needs the tutor power.

Treasure Cruise: Decent mid-game card draw.

Fellwar Stone and Mox Opal: Fantastic missing artifact ramp. If you're in 2+ non-green colors, Stone is nearly an auto-include. Opal is worth considering any time you have over 15 artifacts, especially if you're a storm deck.

Helm of Awakening and Goblin Electromancer: Cost reducers that help enormously on your combo turn.

Jace, Vryn's Prodigy  Flip: Early game looting and late-game recursion. JVP is an auto-include in any High Tide deck.

Paradox Engine: The cost is steep, but effectively turning every spell cast into a ritual whose power depends on how enormous your mana rock pile is tends to be worth it.

Cards I would recommend cutting:

Rings + Basalt package. You really don't need these. They don't have amazing synergy with your storm package, which is enough of a win condition already between Aetherflux, Grapeshot, and Mind's Desire. Dropping them would let you cut Tezzeret the Seeker , Power Artifact, Fabricate, Reshape, Blue Sun's Zenith, Laboratory Maniac, and Rings + Basalt itself. None of these do enough for you to be worth keeping. Transmute Artifact can stay since it grabs Aetherflux and Paradox Engine.

Jace, the Mind Sculptor: People overestimate how good this card is all the time. He's mediocre, and has bad synergy with the deck.

Rebuild: Hitting your opponents is nice, but Paradoxical Outcome is almost always a better option.

Crystal Ball: Good in theory, but the cost ends up being too steep to be worthwhile.

Call to Mind: Too expensive.

Recall: Bad card is bad. Shame on you! Shame!

Reality Spasm: I feel like you have better options than this.

Land Changes

Cascade Bluffs, Cephalid Coliseum, Desolate Lighthouse, Halimar Depths, Reflecting Pool, Sulfur Falls and two Mountains can all go. Replace them with Mana Confluence, City of Brass, Shivan Reef, and five more islands to maximize your High Tide impact.

Otherwise, looks like a solid list!

skoobysnackz on Temur Creativity

2 months ago

Thanks for the suggestions! Progenitus, Blightsteel Colossus, and Cascade Bluffs have been added.

Shay789 on Grixis cruel control (My friends love me)

2 months ago

The problem in this deck for grixis cruel control is that there is no self mill so Tasigur, the Golden Fang is useless. You might want to keep the Kalitas but I suggest put in a playset of Thought Scour and some delve cards like Tasigur, the Golden Fang and Gurmag Angler. You need more control as well. You dont even need Jace, Vryn's Prodigy  Flip. You need Cryptic Command.

Generally you need more control in general. Cut out the creatures mentioned above. Don't put Anger of the Gods mainboard. Put it in Sideboard and maybe put some lands in. You just have too few control at minute. Cards like Thing in the Ice is like a go for it or just don't card. In grixis control it is not that good. But if you want to put it in put 2 more or take 2 out. And Torrential Gearhulk is good but doesn't fit in with 'cruel control.' For cruel control u are looking for counter, aggression, kill.

Plus the main way a deck wins with cruel control is with man lands. Take out Cascade Bluffs put in some Creeping Tar Pits. Take out slow lands and put in Wandering Fumarole. Plus put in two more fetches. This deck needs 8 fetches.

If you are confused with how many lands you should run check how much cruel ultimatums you run. 2-3 cruel ultimatums = 22-24 lands.

packbuckbrew on Temur Creativity

2 months ago

I like the deck, just one issue I had from goldfishing is that you have a lot of non-red mana sources. There were times where I had T4 Creativity, but couldn't cast it because I had a Khalni Garden and a basic Island/Forest out. Perhaps you could add Fire-Lit Thicket or Cascade Bluffs to lessen the chance of this.

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