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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|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Contested Cliffs occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Contested Cliffs Discussion
1 month ago
Hey, saw you're forum topic asking for help.
You have 21 deck spots left which should all go toward lands. You have $50 left in your budget which is plenty to finish a playable manabase with some left over. I see Farseek , but there's currently not a dual land that it can search for. You could add Temple Garden , Stomping Ground and Sacred Foundry , Farseek can search for one of these Shocks lands. Another direction that's less expensive is Canopy Vista , Cinder Glade and Sacred Foundry . The Battle lands like the Shock lands can be searched for with Farseek. Of course the better option would be to include all these lands.
Here's a land package to consider for $40:
- Exotic Orchard
- Ash Barrens
- Naya Panorama
- Contested Cliffs : Uril is a Beast.
- Battlefield Forge
- Canopy Vista
- Cinder Glade
- Sacred Foundry
- Stomping Ground
- Temple Garden
- Fortified Village
- Game Trail
Round out the rest of the manabase with basic lands.
As far as optimizing on a budget then Argothian Enchantress and Path to Exile combine for $20 which I think I can be better used because there's plenty of less expensive alternatives especially Enchantresses. Sterling Grove for example gives you something that's better than Argothian, an enchantment tutor that also protects from target removal for all your other enchantments. Sterling is an enchantment, it has other interactions in your deck which is really good for a tutor. Path is fine, but is less needed when you have Swords to Plowshares . Sigarda's Aid gives you something that your deck doesn't have, flash for auras.
Other cards to consider adding:
- Sterling Grove
- Sigarda's Aid
- Eladamri's Call
- Wild Growth
- Trace of Abundance
- Fertile Ground
- Enchantress's Presence
- Satyr Enchanter
- Nature's Lore : search for a Forest dual land (Garden, Ground, Vista, Glade)
- Beast Within
- Fellwar Stone
Cards to consider cutting:
- Argothian Enchantress
- Path to Exile
- Kodama's Reach
- Rampant Growth
- Faith Unbroken
- Vow of Wildness
- Scourge of the Nobilis
- Boros Signet
- Gruul Signet
- Selesnya Signet
Because of the Enchantresses I think land auras are better here than Signets and many land ramp spells that can only get basic lands. Good luck with your deck.
2 months ago
I feel like Contested Cliffs is sorely missing from this list. Repeatable, cheap removal on a land is quite good, and its only unused in edh due to the lack of beast synergy
2 months ago
If I had to pick a favorite beast over all I would probably go with Sabertooth Nishoba . It isn't flashy by today's standards but it was one of the first cards I had the pleasure of losing to when starting out, then winning with after finding a few of my own. Played it along side Noble Panther . Back in my day a 3/3 for 3cmc that you had to pay to give first strike was more than worth the rare slot.
3 months ago
the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).
4 months ago
Not a bad start! But I think there are some improvements you could make. I would take out these cards as they seem less impactful: Magus of the Arena, Elder of Laurels, Scourge of Skola Vale, Wild Celebrants, Rust Scarab, Mistcutter Hydra, Nessian Asp, Soul of Zendikar, Stonebrow Krosan Hero, Pyrewild Shaman, Stoneshock Giant, Ancient Silverback, Sporemound
I'd replace those cards with these: Temur Sabertooth , Ulvenwald Hydra , Knollspine Dragon , Ulvenwald Observer , Soul of the Harvest , Garruk's Packleader , Fierce Empath , Farhaven Elf , Elvish Rejuvenator , Magus of the Candelabra , Stone-Seeder Hierophant , Somberwald Sage , Greenwarden of Murasa
6 months ago
I know that the mana base for a five-colour commander deck will need all of the coloured mana it can get, but the one utility land that I think is strong enough to be worth considering anyway is Contested Cliffs . Three mana to pick off an opposing creature every turn is no mean feat!
You might also enjoy the usefulness of Descendants' Path and Call to the Kindred as ways to drop creatures for free every turn. So long as you have a single changeling out, every creature in your deck is eligible for sneaking out!
7 months ago
Ideas for the Naya mechanic:
This one sort of resembles the mechanic you suggest yourself ZendikariWol
Goes on smaller creatures and has no innate effect.
Whenever you cast a creature spell with power or converted mana cost 5 or higher, you may return "the caretaker" to your hand. If you do effect.
Effect could be anything from reduction of mana cost, gaining life, draw cards based on number of creatures with Power 5+, search library for basic land, tunnel vision for a new creature/aura/enchantment.
Flavor: In the first Naya shard we had a lot of creatures with a similar feel. Godtoucher , Sunseed Nurturer , Drumhunter . The flavor on Caretaker would be that you call upon these smaller humanoids of Naya, and to more easily lure out or secure a better standing with the Nayan gargantuans, you have the Caretaker tend to the Gargantuan - by not being accessible to you.
It could be done with sacrifice instead, although sacrifice doesn't seem all that flavorful for a non-black effect. Exile could be another choice but in general that would require the Caretaker effects to be really strong to warrant using your early drops as cannon fodder for a bigger and splashier one.
Next is kinda in tow with the above;
Goes on big creatures with Naya's signature power 5+ template.
Whenever a creature with power less than 5 enters the battlefield,
Effect could be fight (the Gargantuan fights), gain keywords like Trample, Lifelink, bonus P/T, First Strike, +1/+1 counters.
You could link the mechanics directly to each other to lower the power level but it would also lose all out-of-block relevance by replacing the "creature with power less..." with "creature with Caretaker".
The Caretaker cost to bounce back to utilize would also fuel the Gargantuan effect by effectively giving you a small creature to cast again.
Flavor: When you first summon the gargantuan, you would likely want to use a Caretaker to ease the cost or grant the gargantuan some additional benefit. That symbolizes that the Caretaker is no longer accessible for you until you conjure it again. However the Gargantuan has been summoned and bringing the Caretaker afterwards makes sure the Gargantuan is tended to.
I may not be able to describe it properly here but I think you get what I'm trying to say.
Let a specific mechanic take a back seat and let Beast tribal be the Naya theme.
Naya is already made up of big powerful beasts. A tribal theme would allow more varied creatures and not just the gargantuans. Reprint Contested Cliffs and make a non-keyword mechanic that interacts with creatures that matches to a majority of the beasts.
Possibly make an enchantment version of Herald's Horn something like
When ___ enters the battlefield, choose a creature type.
Creature spells of the chosen type costs less to cast.
Whenever you cast a creature spell of the chosen type, you may look at the top 3 cards of your library. You may reveal a creature card of the chosen type and ...
either the effect is to put it into your hand or to put it on top of your library and the rest on the bottom. Either let it filter into gas or grant conditional card advantage.
Possibly it could be a modal version with exaggerated effects and maybe cost .
When ___ enters the battlefield choose a creature type and choose Lush or Hunt.
Lush - Creature spells of the chosen type costs 2 less mana of any combination of , and/or .
Hunt - Whenever you cast a creature spell of the chosen type, you may look at the top 7 cards of your library. You may reveal a creature of the chosen type and put it into your hand. Put the rest on the bottom of your library.
While it's more tempting to straight up make Beast synergistic cards, I think it would be better if you try to set it up with a choice where possible. It puts a strain on the flexibility of the mana costs of these cards, as low mana intense cards will likely bleed over into other color shards. That's not inherently a problem but it does make Naya as a stand alone shard weaker, because it may function better as a support for something else. In the lore Naya was said to be rich in mana, food and life. That would actually make a lot of sense if it was something the other shards wanted to get in on and exploit.
There absolutely should be Beast synergistic cards also but again when possible open up the possibilities.
If there are a few Naya centric cards that specifically says Beasts as the synergy, it leads newer players to perceive that as the best way to utilize the Naya mechanics. It may also teach them through more skilled players, that even though there is a pretty obvious choice, that choice may not be the best option. Going with the aforementioned enchantment, it may be way better to use that enchantment with a completely different tribe, like Elf.
We do need a something like
Look at the top 5 cards of your library. You may reveal a land card from among them and put it into your hand. If you control a Beast you may put it onto the battlefield instead. Put the rest on the bottom of your library in any order.
PS I really hate the text formatting of TappedOut. It is so limiting and doesn't allow to make proper format that eases the reading, separation of texts.
10 months ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.