Contested Cliffs

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Rare
Onslaught (ONS) Rare

Combos Browse all

Contested Cliffs

Land

Tap: Add (1) to your mana pool.

(Red)(Green), Tap: Target Beast creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

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Contested Cliffs Discussion

Elf0491 on Mayael's Big Boy Club

2 months ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

Jote on Swole Survivors, a Varchild Deck

4 months ago

Don't mean to be a downer, but I believe Contested Cliffs is illegal in a mono-red deck.

CommanderAdventures on Kalaran Deck 1

8 months ago

Dragon Broodmother kann nicht dein Commander sein, Alternativen fuer ne Lifegain / Token / Devour Strategie waeren:

Empfehle ausserdem Karten die nix mit dem Lifegain / Token / Devour Theme zu tun haben (wie z.B. Flameblast Dragon, Radha, Heir to Keld etc.) zu replacen:

Laender:

Actionhanks on Gahiji, Total Mayhem

9 months ago

Thanks for the advice Chadsansing.

A friend of mine told me to have more green mana in order to use green ramp spells and fix the other colors, namely red indeed.

I am going to test Kher Keep and the contested lands. I like the Contested Cliffs because my general is a beast creature, so the cliffs could serve as a light single target removal. The other contested I am not to sure about. I figure I can use it as a political tool to beef up attackers in someone else's attack phase. I could trade out Terramorphic for a mountain indeed, because I will usually be looking for one.

Thanks!

JuQ on My Name is Uril

10 months ago

Oh yes, forgot to mention it. Contested Cliffs is really oppressive with Uril, your opponents won't know how good it is until you use it once, only then they'll realise that a freaking land is decimating them and they have no way to destroy it.

When I'm considering a card I want it to be good enough on it's own, to combo directly with the commander or to combo with the whole theme of the deck. If the deck is not heavy on tutors (mine are always low on tutors), I won't include a card just because it comboes with one or two another cards in the deck, it has to comply with the prevous conditions.
That's why I wouldn't usually run the Seedborn Muse (the closest legal thing to Prophet of Kruphix) in an enchantment deck, it will only be good if I also had Sigarda's Aid, Vedalken Orrery or Vernal Equinox. On top of that, opponents will try to copy, control or reanimate the Seedborn Muse as soon as they see it, so you will, most likely, be benefiting others more than yourself.
Even if I knew I would always have Vedalken Orrery I probably wouldn't run it in a deck like this because I wouldn't have ways to spend all that mana all the time. I would just play my cards before untapping.
With commanders like Ghave, Guru of Spores, Kruphix, God of Horizons, Roon of the Hidden Realm or Vorel of the Hull Clade I would defintelly take Seedborn Muse over Vedalken Orrery.

By the way, in my experience, Vernal Equinox is not really that scary, their sorceries and artifacts won't get flash and their instant already had it, but almost all your stuff will and you don't have instants. It definitely won't attract as many eyes as the Vedalken Orrery, you can always include both, though.

SSJ2KidGohan on My Name is Uril

10 months ago

Another cool combo I found is using Contested Cliffs and a buffed Uril, the Miststalker a minimum of once per turn, but potentially a lot more depending on how many untap abilities I add. Bear Umbra is the first that comes to mind since I am already going to add it to the deck once I find one, and so does Voyaging Satyr but I'm not sure I want to sacrifice another card to add that in.

Either way, Making Uril fight a creature before combat has even started is a great way to keep your opponents creatures at bay.

beeplus on Must...Have...Enchantments... |Uril EDH

11 months ago

Some budget friendly suggestions (I have a very similar deck that I have been playing a long time)

I have found haste not really as important as it would be in other decks. Unless you can get uril, get haste, and get auras on the same turn it doesn't help much. Xenagos is OK since he helps buff too.

I would remove Iroas, Helm of the Gods, reliquary tower, spirit loop, boar umbra, and kodama's reach to start.

Also shocklands would be a nice upgrade over some of those ETB tapped lands. Those a bit more expensive though.

NV_1980 on In Mists Lain Thick, Monsters Reign

11 months ago

Hi Fluffpocalypse,

Uril is awesome and I think you've done a good job on this deck. I have some ideas to make it even better. I am not sure whether you are on a budget; judging from some of the cards you have already chosen I rather doubt it. Anyway, these are some of the cards I think could prove useful:

Lands

  1. Contested Cliffs; use this to take out any annoying creature you want, without having to tap Uril.
  2. Kessig Wolf Run; to temporarily give Uril +X/+0 and trample, very handy.
  3. Rogue's Passage; make Uril unblockable. Useful in case your opponents are waiting for him with deathtouch-creatures.
  4. Sunhome, Fortress of the Legion; to temporarily give Uril double-strike, in case he does not have it already.
  5. Slayers' Stronghold; boost Uril with vigilance, haste and +2/+0 for ? Fantastic!

Creatures

  1. Grand Abolisher; wonderful creature to counteract counter-magic.
  2. Mirri, Weatherlight Duelist; as long as she can attack, shes an extremely useful creature in a voltron setup.
  3. Sigarda, Host of Herons; second Tajuru Preserver and a powerful creature too.
  4. Xenagos, God of Revels; combined with an enchanted Uril, powerful enough to end games.

Instants

  1. Boros Charm; especially the last two abilities of this spell will prove useful in your deck.
  2. Path to Exile; because a deck without counter spells AND point-removal is bound for trouble.
  3. Swords to Plowshares; see 2.
  4. Temur Battle Rage; nice, cheap way to suddenly boost Uril significantly.

Sorceries

  1. Chandra's Ignition; this can win you the game in lots of cases.
  2. Open the Armory; great aura-tutor.
  3. Three Dreams; another great aura tutor.
  4. Winds of Rath; this card seems made for a deck like this.

Enchantments

  1. Blessing of the Nephilim; rather cheap way to give Uril +5/+5.
  2. Daybreak Coronet; not a cheap card to buy, but in this deck its so powerful it's almost insane.
  3. Dust Corona; cheap to cast, with a nice bonus and a blockers restriction attached.
  4. Madcap Skills; a bit like Dust Corona, cheap, good bonus and a blockers restriction.
  5. Sphere of Safety; with so many enchantments on your side, attacking you becomes rather costly.
  6. Spirit Mantle; cheap way to make Uril unblockable.

Some cards I would remove from your deck to make a little room:

  1. Angelic Skirmisher; expensive to cast, not worth it considering you are running very few creatures. Uril has cheaper ways available to him to get these bonuses.
  2. Blazing Archon; extremely expensive to cast, there are much cheaper ways to prevent attacks (see suggested cards).
  3. Akroma's Memorial; expensive to cast; would be more useful in a deck that contained many (token) creatures.
  4. Razia's Purification; I would replace this with Winds of Rath.

Hopefully you feel some of this is useful. I wish you lots of fun with this deck; let us know how it plays! Also, I would appreciate some feedback on one of my decks, if you have the time. Thanks!

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