Copperline Gorge


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

Printings View all

Set Rarity
Scars of Mirrodin Rare

Combos Browse all

Copperline Gorge


Copperline Gorge enters the battlefield tapped unless you control two or fewer other lands.

Tap: Add R or G to your mana pool.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -19%

2.33 TIX $3.3 Foil


Copperline Gorge Discussion

Dennis14 on Temur Liquimetal Coating

1 day ago

I consider replacing: Birds of Paradise + Vithian Renegades with Smelt + Delver of Secrets  Flip to lower the curve and have a better beatdown option to deal damage while I'm disrupting the opponent.
Is it a better option than the current setup ?

In that case Raging Ravine probably becomes worse (without Birds to help activate it earlier) as come into play tapped land and should probably be replaced by a combination of Copperline Gorge + Spirebluff Canal.

Firebones675 on Bloodrush, for a quick win

1 week ago

I'd replace the guild gates with Copperline Gorge.

I'd also take a look at modern infect decks. They run into the same problem as you do: If you try to bloodrush/pump, they can respond with a removal spell like Path to Exile removing your elf AND having you waste your pump spell.

To get around this they run some cards like Blossoming Defense, Vines of Vastwood or Apostle's Blessing (paying 2 life to save a creature and waste their removal is still good). This way if they attempt to kill your elf with a pump spell on the stack, you protect it (which makes your elf hit harder), still have the original pump spell on the stack, and have their removal fizzle.

Etinifni on Jund

1 month ago

I like this deck, but after playtesting I do agree that it has a tendency to draw too much mana. I can't really pick between cutting Zhur-Taa Druid or Sylvan Caryatid, so I would say cut maybe one or two of each of those in favor of some good one-drop creatures that would not only put early pressure on your opponent, but they also give you enough devotion for Xenagos, God of Revels as early as turn four instead of turn five: Copperhorn Scout could be pretty cool in combination with your mana dorks to get some nice early-game ramp; Monastery Swiftspear if you want to be more aggressive; even Kird Ape if you wanted to play a bit more conservatively (and you are confident you can have a forest out on turn two).

I also think you could take out two Temple of Malady and put in something like Copperline Gorge or Blooming Marsh.

Lastly, Xenagos, the Reveler is awesome, you should try him out.

I hope this helps!

Logics on The Latest and Greatest Bad Combo (Turn 3 Kill)

1 month ago

@That1guy69 - To make it budget, I would 4 Noble Hierarch, 1 Spellskite, 1 Razorverge Thicket, and 3 Copperline Gorge. Then I would put in 3 Elvish Mystic, 2 Utopia Tree, and 4 City of Brass.

These changes lower the price of the deck by nearly $300.

Firebones675 on MizzMizz

1 month ago

I'll start by talking about jund. If you make a deck with it, let me know and i can help you refine it but here's my take on it. I haven't played jund personally but can give you an overview. Jund can be a bit expensive depending on how much you want to invest, but here's my take on a budget build.

Removal: Part of what makes jund is being able to answer almost any threat the opponent tries to play. I'd look into some combination of Maelstrom Pulse, Abrupt Decay, Lightning Bolt, Dreadbore, Terminate and Kolaghan's Command. Slaughter Pact sometimes sees play as well.

Hand Disruption:

You can also spend the early game picking apart your opponents hand making it so they can't do what they want. Thoughtseize, Inquisition of Kozilek, Kolaghan's Command and liliana are the norm but Transgress the Mind, Duress, & Distress(this one is a bit iffy as getting double black early game might not be easy) also work.


The two staples of jund creatures are Tarmogoyf and Dark Confidant but due to budget needs you can work without them. Scavenging Ooze will grow quickly while at the same time nuking your opponents graveyard, Kalitas, Traitor of Ghet gives your removal extra value, and Huntmaster of the Fells  Flip, Kitchen Finks, Thrun, the Last Troll, Tasigur, the Golden Fang, and Grim Flayer are other cards i've seen in jund lists as well. (Also if you don't plan on running confidant, Painful Truths is another way to get some card advantage back).


This is where it gets a bit tricky. Color ratios vary from list to list but you would ideally want to be able to have any two colors on turn 3. This is normally done with fetchs and shocks but that can get pricey. What you really want at the end of the day though is lands that can tap for 2 colors but can also reliably enter untapped. Rootbound Crag, Dragonskull Summit, & Woodland Cemetery is a decent option as are Blackcleave Cliffs, Copperline Gorge, & Blooming Marsh. Raging Ravine is often used as another way to close out games.

Also here's a link to a jund guide by channelfireball

Durkle on Temur Cannon

1 month ago

Hey there. Super long comment incoming, I have experience with playing a similar deck at my LGS and I have a lot to say.

21 Lands is too many. This deck is basically Jeskai Prowess that subs white for green, and they all get away with 18. Probe being gone is a little sad and probably hurts a little with hitting lands, but I think 19 is more than safe.

It seems threat-light, going to anywhere between 16-20 creatures would probably better. Jori En seems underwhelming at the top end, I think a more efficient threat would do better in that slot rather than one that tries to draw you cards. Savage Knuckleblade seems much better, as it can give itself haste if the game drags on, protect itself by bounding, and even become a 6/6. It's a MUCH more effeicient threat if realistically playing against something like Jund.

I think the creature base would look much better at 4 Goblin Guide, 4 Monastery Swiftspear, 2-4 Snapcaster Mage, 3-4 Stormchaser Mage, 2-3 Savage Knuckleblade, and maybe some abbots if you're in love with them. I think they're a little overrated personally, but they will help hit land drops and such, which helps you get away with fewer.

Manamorphose doesn't do anything. I understand why it's here, but they're just underwhelming. you want all your spells to actively help you win the game, and manamorphose pumps your guy once at best, and does nothing on an interactive board.

Vines is greedy. Double green won't be incredibly easy, and to be honest, you dont really need to protect your threats much, as ridiculous as that sounds. Just play more of them. Outpace your opponents removal with more guys and more cantrips. Easier said than done, especially in a fatal push meta, but thats what sideboarding is for. Game 1 you want to be as fast and efficient as possible, and banking on protecting a single guy with Vines isn't really where you want to be. Not in love with 3 Simic Charms for the same reason. Pumping your guy isnt something you'll need to do too much since they do it for you, hexproof isn't usually necessary, and it's a very inefficient bounce spell. I like playing like 1 just for the options, but 3 is overkill. I'm also not the biggest fan of titan's strength since it's only good if you already have a creature. In general it's better to have spells that function outside of just winning. Mutagenic growth is an exception because it protects all of your creatures from Bolt, while this only gives +1 to toughness, so it's not great.

Serum Visions is a bit of a sacred cow in decks like this. "Is it a blue deck that draw cards? Well You have to play Serum Visions!" In a deck like this though, it's not great. It's the worst turn 1 play by a LOT. Getting down Swiftspear or Guide and getting in immediately will always be better. It's not just me though. Go back and look at any winning Jeskai Prowess deck recently, like Jim Davis's list from a while back ( They usually skip out on serum visions just because it's not where you want to be in a deck like this. It's certainly not bad, especially with probe gone, I just would discourage playing 4. I'd probably drop that down to like 2.

With that out of the way, I'm gonna talk about what would be good to add. 1: Atarka's Command. Absolutely incredible in an aggro deck like this, I think it's the single best reason to play temur over jeskai tbh. Counters lifegain, pumps your guys to protect from an anger, deals 3 to the dome, this thing does everything. It's by FAR the most efficient 2 mana spell you could be playing, which is why i suggest you drop stuff like Simic Charm and Vines to make way for it, since most of your spells should cost 1.

2: Vapor Snag. You honestly don't need to clear threats permanently, and it's a wonderful tempo card, especially in conjunction with Snapcaster Mage. It also double as protection for your guys if you need to. I actually find myself using it like this quite a bit. The 1 life will almost always be more impactful on your opponent than you, so it's hardly a drawback.

3: Twisted Image. While it seems odd, this card does a lot, even in the main. Kills of plenty of pesky creatures like Noble Hierarch, Birds of Paradise, and Spellskite, it actually pumps your own Swiftspears and Stormchaser mages since they both have higher toughness than power, and at worst they're just a cantrip, which isn't horrible. 1 or 2 in the main and a couple in the side could be a big help.

4: Rancor. You don't have to only play instants and sorceries as long as you're not playing delver, this thing is still a noncreature spell that pumps. As long as you're expecting resistance, Rancor is great. Helps you get through pesky blockers and is a recurring spell to cast if things die. You do want more of your spells to be instants though, so you would probably only want a couple of these.

5: Fastlands. Why aren't you playing fastlands? You'll never want more than like 3 lands ever, so playing a full 4 Spirebluff Canal and a few Copperline Gorge seems like a shoe-in. I think you're at way too many basics right now. You can't be worried about fetching to deal with things like Blood Moon. Just go faster. You could easily get away with something like 1 of each basic, 4 canal, 3 gorge, 4 tarn, 2 foothills, 1 pool, 1 vents, 1 stomping ground. It's more efficient while also being less painful.

6: Probably a single Become Immense as a silver bullet and also for the memes

7: Sideboard. Anger is bad, not where you want to be, especially with dredge on the decline. A good alternative to it is Rough // Tumble. Kills your opponent's ground creatures while keeping your Swiftspears and Stormchaser Mages alive. Gut Shot is great for dealing with any decks that play early dorks, like any tribal deck or Infect or something. It's also just a free spell, which is nice. Ancient Grudge is certainly nice, but I'd cut that to 2 and play a couple Destructive Revelry as well. Clears enchantments (like moon or ghostly prison) and deals damage, what's not to love? Spell Pierce is probably your best defense for protecting early guys over Apostles Blessing. You don't care about countering creature spells since you can just run over them, so spell pierce is your most efficient 1 mana answer. Counters tough cards like Liliana of the Veil and stops your opponent from doing unfair things in a pinch. Twisted Image is great as mentioned previously. Artful Dodge and Zada seem unnecessary, I don't know when or why you'd ever want to board those in. Feed the Clan is pretty nice for your ironically abysmal Burn matchup, especially since you get ferocious off of Savage Knuckleblade. Thrun, the Last Troll is a wonderful silver bullet against UW control or something if they game drags on long. The only way they can really clear it is Blessed Alliance, so just play around that and you'll win off this guy alone.

Anyway, that's about it. Hopefully I didn't bore you off. Not trying to tell you how to play your deck, I highly encourage you playing the deck and testing things for yourself. I found myself with a similar list to yours several months ago and I did a lot of trial and error to get where I am with it now, so I just wanted to share. :)

(Temur Prowess <---my list if you're interested. It's basically everything I told you l0l)

Rohml on Need Help for White Sideboards ...

1 month ago

Hello, I am currently using a Mono-Red Sligh/Burn deck. I'm working on the sideboard and I wanted to have defenses against Enchantments and Artifacts. I don't have Copperline Gorge, but I do have Inspiring Vantage and Sacred Foundry, so I can splash white to my deck.

What are good choices for Enc/Art removal aside from Disenchant?

Are there other good white cards to add for a Sligh/Burn mono-red deck?

I'm currently worried about Worship, Leyline of Sanctity and life-gaining decks like Soul Sisters. I'm a Modern Newbie and have not faced many decks in the format, so I'm very unsure of what cards to add as sideboard.

loreleaf on Naya Burn

1 month ago

Hi! Last suggestion for you :)

The main list and sb looks tight, and you said your going to stick with 4 mesa, that being said with no Necatals I would do the following to smooth out your green/white balance:

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