Contested Cliffs

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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

MrFertilid on Marath Token EDH

1 week ago

Love Contested Cliffs and Artifact Mutation, thanks for bringing them to my attention! Definitely considering those for my Marath deck now. :)

Geimhreadh22 on Saskia the Unyielding

4 weeks ago

I would suggest fighting cards within your colors, they synergize with Saskia. Here are a few examples within your color range: Prey Upon, Prepare / Fight, Contested Cliffs, Epic Confrontation, Domri Rade, Triangle of War, Blood Feud

GrizzlyFate on Vial Smasher + Thrasios Budget

2 months ago

Good deck! One thing I would do is add more lands with cycling like Slippery Karst and Smoldering Crater. Another thing you could do is add lands that have non-mana abilities, like Mosswort Bridge and Contested Cliffs. These changes would make the deck much better if you get manaflooded. Adding Sol Ring would also help a lot with the manabase. Hope this helps.

Eshed on Gruul Beast Tribal

2 months ago

Contested Cliffs might be a good addition, it's added removal without occupying a card slot.

JaceTheSwagSculptor on Uril's Revenge

4 months ago

I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:

  • Unravel the Aether -> Qasali Pridemage

  • Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.

  • Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.

  • Lastly, Grasp of Fate is still missing. This card is really hard to pass up.

I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...

You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.

Do you find yourself getting board wiped that much that you need the second Replenish effect in Retether? If not, I'd just replace it with Regrowth. If so, just leave it.

The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.

My suggestion for your ideal land base would be...

1x Ancient Tomb

1x Misty Rainforest

1x Cavern of Souls

1x Arid Mesa

1x Command Beacon

1x Command Tower

1x Contested Cliffs

1x City of Brass

1x Okina, Temple to the Grandfathers

3x Forest

1x Verdant Catacombs

1x Horizon Canopy

1x Grove of the Burnwillows

2x Mountain

1x Scalding Tarn

4x Plains

1x Marsh Flats

1x Plateau

1x Mana Confluence

1x Flooded Strand

1x Sacred Foundry

1x Savannah

1x Stomping Ground

1x Bloodstained Mire

1x Taiga

1x Temple Garden

1x Windswept Heath

1x Wooded Foothills

I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol

JaceTheSwagSculptor on Uril's Revenge

4 months ago

Glad to hear the deck has turned out for you, even if it was slightly.

I'd choose Possibility Storm over Omen Machine. It's an enchantment, has a lower cmc, and the player casting the spell is probably not going to get something they want.

Personally, I would just replace Winds of Rath. My logic being that I usually only need a board wipe when I am behind (i.e. My general has been wiped a bunch/poor boarstate). If this is the case, then I've probably already lost. Voltron is an aggressive deck, thus we need to focus on resilience and efficiency.

Out of the cards you suggested, only Smoke and Impending Disaster are worth testing in my opinion. The rest feel way too marginal.

There's nothing wrong with wanting Wheel of Fortune. It's an amazing card, yet I forgot about it. It's definitely a better option than Harmonize granted you have the money to acquire one. I'd include it if you have the ability.

Other than Thalia, Heretic Cathar, there is Linvala, Keeper of Silence (good if your meta has an abundance of Kiki/Splinter Twin combo, early game mana elves, or generals with problematic activated abilities like Arcum Dagsson or Yisan, the Wanderer Bard) and Magus of the Moon/Blood Moon (this depends on how comfortable you are playing a three color deck with this kind of effect as well as how many decks in your meta will be punished by it).

I've also tested Sanctum Prelate and Ethersworn Canonist, but they hindered us too much. Scavenging Ooze and Containment Priest didn't do much either, but testing them led me to find that Ground Seal was the most efficient graveyard hate option.

I think running 4 colorless lands is fine. I have gotten away with it and had few issues. You have a lot more options than I do when it comes to that last colorless slot, so choose wisely. Do you value the haste, pump, and vigalence of Slayers' Stronghold? The large pump and evasion from Kessig Wolf Run? The double strike from Sunhome, Fortress of the Legion? The removal that comes with Contested Cliffs? Or the protection that comes from Yavimaya Hollow?

theindigoeffect on Uril's Revenge

4 months ago

My deck performed pretty well tonight, but the combined power of enchantment-based destruction and counterspells was ultimately my undoing. Even with two effective card-draw engines, I really wish I had Wheel of Fortune at that point in the game, but maybe that's just desperation talking. Had I mulliganed more aggressively like you suggested, I probably would have won. I definitely avenged my loss from the previous game, just like this deck was designed to do.

I don't know that I encountered a point where Stony Silence or Null Rod would have been useful, and Torpor Orb would have been beneficial in one game and against one player in particular. Don't get me wrong: they're great cards: they just wouldn't have had much relevance.

Thalia, Heretic Cathar is great for its low cmc cost and its effect: any other creature-based prison effects you'd recommend off the top of your head?

Possibility Storm is kinda high in terms of its cmc cost, and Choke is somewhat narrow, but I'm running out of low-cost stax options that don't adversely affect my general, so I might have to risk including the latter, even if it ultimately ends up being a dead card. The rest are definitely viable options: I might have to re-think my cmc limit, but I do agree with your philosophy of being oppressive with prison cards, as opposed to just surviving with pillow fort cards.

What do you think of Mana Web, Mystic Barrier, Crackdown, Karmic Justice, Impending Disaster and Smoke? Not great cards, and I know Mystic Barrier isn't cheap, but it would probably keep me from losing. I don't know. lol Just saw 'em in my notebook, and they seemed somewhat functional.

Thinking of squeezing Contested Cliffs in there: it really would have been useful tonight.

So would you recommend the inclusion of roughly 7 removal cards and 7 stax cards? I typically consider wrath effects to be removal.

Emzed on Into the Arena

4 months ago

You are missing Domri Rade and Ulvenwald Tracker! Even Contested Cliffs might be good enough.

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