Darkslick Shores


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Rare

Combos Browse all

Darkslick Shores


Darkslick Shores enters the battlefield tapped unless you control two or fewer lands.

Tap: Add U or B to your mana pool.

Price & Acquistion Set Price Alerts



Recent Decks

Darkslick Shores Discussion

NuBByThuMB on Faerie Mischief (**TEMPO PRIMER**)

1 day ago

Hey there! Thanks for the questions! I'm currently working on a rework of this primer as the metagame (and deck) have shifted a bit to accommodate the reentry of Bloodbraid Elf as well as Jace, the Mind Sculptor's first steps into the wide world of Modern! The list has changed just a little, and I expect the primer is going to just a smidge, as well (especially in the sideboard/metagame area). I've definitely come down a land to accommodate more spells.

At the behest of a friend in the Faerie Conclave on facebook, I'm currently testing Ancestral Vision in Tempo again. My findings to this point still reflect my notions listed in the primer. Drawing AV late feels SUPER aweful, especially when you'd just much rather dig for a Fatal Push. I've come off my Ghost Quarters entirely as Tron has slowed to a crawl. Bumped back to my fourth Darkslick Shores which still feels clunky. I'm considering checking into Pendelhaven for that 24th land spot. Though recently I've been seeing folks on 23. In control! It's quite absurd, really; given the overall lack of draw we have as compared to some other decks.

This list as it stands right now technically isn't legal until April, unfortunately. But I'm going to be glad to welcome Jace, the Mind Sculptor back into the folds of UB Faeries where he rightfully belongs. There's a ton of talk about how cards like Collected Company and Scapeshift are overall better strategies/win conditions than Jace. But methinks folks are underestimating what a deck utilizing JTMS is going to do with him. Sticking him on the board after already having built an army with Bitterblossom is going to be devastating. Mark my words!

As for Spell Snare, it really is a personal call. Tarmogoyf is rising in popularity again thanks to Jund getting much better. And I still can't think of any great deck in modern that doesn't play useful two-drops that we can just let slip by. Not to mention, I've inspired a local player towards the build and so now have to answer Bitterblossom on the other side of the table.

lemons452922 on Sultai

2 days ago

First off, +1 for the brew. I wanted so hard for this to work for the past few years, and with the unbanning of Jace, the Mind Sculptor, it may actually happen.

I would agree, Field of Ruin is a very greedy card in this deck. I would much rather it be 1x Swamp and 1x Watery Grave or even a Breeding Pool for the ability to get double blue off of double Verdant Catacombs. I feel you just get decimated by opposing Field of Ruins in the land base, and personally I run 4 basics minimum because of the prevalence of the card. But it all depends on the meta game. It also can be said that "hey, I get to shuffle off of brainstorms with Jace", so i can see why it is a possible include. Also, I think the Twilight Mire may want to be a Sunken Ruins for the Jace, the Mind Sculptors

On another note, I'm not completly sold on splashing white. While I agree Lingering Souls is a spectacular card, I just feel that the splash isn't worth it. With this build of midrangy Sultai, maybe another Abrupt Decay, remove the Collective Brutality-s to the side, and run some Serum Visions to ensure gas. If you go that rout, maybe think about Darkslick Shores for the fast lands.

Other than that, I'm excited to see where this goes! Good luck!

Suns_Champion on Tharr be Pirates

2 weeks ago

Alright! Hi! Since this is your first EDH deck I'll start with a lot of basic/staple things to get you up to speed :)

First, welcome to the best magic format! If you haven't already, check out the rules website here.

Back? Alright! We need to get you up to 100 cards my friend! Let's start with your lands.

For any average EDH deck, you need 35-38 lands. This depends on a great many things(like curve, strategy, ramp, card draw, ect) but something in that range is what you should shoot for.

Going all basics is very risky because there's no guarantee you can get all three colors on turn 4. It's also hard to cast stuff with double or triple colors in their mana costs. So here are a bunch of $5 and under suggestions to get you up to ~37 lands. I like to do things in cycles, so I have the same amount of each color available.

Fetches: Evolving Wilds, Terramorphic Expanse, Grixis Panorama.

Scry lands: Temple of Deceit, Temple of Epiphany, Temple of Malice

Bounce lands: Dimir Aqueduct, Izzet Boilerworks, Rakdos Carnarium

Fast lands: Blackcleave Cliffs, Darkslick Shores, Spirebluff Canal

Extra mana: Temple of the False God

Checking Taplands: Dragonskull Summit, Drowned Catacomb, Sulfur Falls

Lifelands: Akoum Refuge, Dismal Backwater, Swiftwater Cliffs

Painlands: Shivan Reef, Sulfurous Springs, Underground River

Any color: Path of Ancestry, Reflecting Pool, Mana Confluence, Command Tower

So those are all a bunch of relatively budget options you can use. I usually keep all of those the same and change the number of each basic land to match the color ratio of the deck.

Next I want to talk about ramp. Any EDH deck should have about 8-10. You don't have green so most of it will be artifact ramp. Your commander has a CMC of 4 so it's important to use 2 cost artifact ramp to get her out on turn 3.

Dimir Signet, Rakdos Signet, Izzet Signet, Fellwar Stone, Mind Stone, Thought Vessel, Talisman of Indulgence, Talisman of Dominance.

Sol Ring goes in pretty much every EDH deck. If you think you'll be playing EDH for a while I'd buy at least 5 haha

Chromatic Lantern costs a lot but is really important for anything with 3+ colors. Commander's Sphere, staple.

Thran Dynamo and Hedron Archive will give you a mid-game boost.

That'll give you a solid playable mana base, whith with you can do anything with the rest of the deck and still play normally. You could even change commanders if you want!

For the rest, I'll turn to the pros: This is the Command Zone Episode 151 where they talk about their template and how much ramp, lands, board wipes, spot removal, card draw, creatures, etc etc etc you should have in your average deck. Definitely watch it all but here's a summery I found in the comments:

Mana Ramp - 10Card Draw - 10Single Target Removal - 5Board Wipes - 5

Standalone - a card that works on it's own or in concert with your commander. (25)Enhancer - a card that either amplifies or is amplified by your commander, standalone cards or other enhancers. (10-12)Enabler - a card that covers a weakness or a fills a gap in your strategy. (7-8)

Then head over to EDHREC and pick out cards that interest you!

One last peice of advice, don't go and buy all this shit yet. Wait a while, craft the deck, continue getting advice on it, then buy the cards you know you want. Don't be like me and but 200 cards for a 100 card deck haha

Good luck!

DarthCoercis on Faerietale

2 weeks ago

Interesting idea. As a Faerie Tribal EDH player, may I suggest a few changes to really go all out on the Faerie theme?

I'd also recommend putting 3x Doom Blade in your sideboard, replacing the 3x Surgical Extraction with 3x Slaughter Pact, replacing the 3x Annul with 3x Stubborn Denial and the 3x Thoughtseize with 3x Notorious Throng.

Finding a way to get a couple of Faerie Impostor in there would be great too, as their requirement that you bounce a creature back to your hand is a great way to replay all those lovely ETB effects faeries like Vendillion Clique and Faerie Miscreant have. Maybe cut 1 Miscreant and 1 Scion?

kz000 on The One And Only Bolas

1 month ago

Unfortunately lands are never budget =[. But I paste a link to list with all dual color lands. The cheaper and still efficient ones will have text such as "comes into play tapped unless you x or x already in play.

Example. Sulfur Falls

Or ones that come into play unless you have 2 or fewer lands such as Darkslick Shores

But here's a link with all enter link description here

Peisistratos on The Mind That Frayed Away (Mill)

1 month ago

Hi! Here's my comment.

You don't have nearly enough sources: you clearly need to cut Buried Ruin (Field of Ruin is simply too strong to pass up) and most basic lands. Drowned Catacomb is worse than most other options. You don't want Darkslick Shores in a Fraying Sanity build trying to win not further than turn 5: try other lands. Remand is completely useless, Damnation is extremely weak, Crypt Incursion and Ensnaring Bridge are pretty decent but luckily we can do a little better. Breaking / Entering is too bad, and probably so in any possible build. Jace, Vryn's Prodigy  Flip is greatly underwhelming; in particular, you don't need to overcost you already expensive spells: flexibility means nothing if you have no use for it.

If you want to understand the reasons behind my notes, you need to read my guide. Bye!

Grubbernaut on deck slimmer

1 month ago

Sweet brew! You might consider Murderous Cut, Fatal Push, or Dismember instead of Walk the Plank. Instant speed and not being double black are great boons!

I'd also sub the Evolving Wilds for Polluted Delta, and the Dismal Backwater for either Darkslick Shores or Drowned Catacomb. Not having taplands will make the deck faster and more consistent.


OOBS on Sultai Search

1 month ago

Thanks for the input! First, Darkslick Shores over more shocks is mainly just to keep the damage to a minimum. We regularly deal 5+ damage to ourselves in the early turns to ensure all of our different lines, so Darkslick Shores reduces that damage from 5 damage to 2-3 damage. As for the number of lands we run, I'm using the cantrip rule where you can effectively run 1 less land than would be optimal for every 3 cantrips you have (we have 12 cantrips in Mishra's Bauble, Serum Visions, and Thought Scour, which is parallel to the ratio of cantrips to lands Grixis Death's Shadow runs being 12 cantrips to 18 lands). This way we don't flood out and we have more options in the early stages of the game. Granted, we occasionally need to mulligan a little more aggressively, but I've found that with the number of cantrips and deck manipulation it doesn't affect us as much as expected. I am on the fence whether Traverse the Ulvenwald is worth it. On one hand, it allows us to run a cool toolbox build that works really well with Snapcaster Mage and Azcanta, the Sunken Ruin, but can be a little slow in theory. On the other hand, it makes the deck even weaker to grave hate, which is already going to be boarded in against us. In essence, I felt having Liliana, the Last Hope mainboarded would help us refill the graveyard, help our creatures in combat, and free up sideboard space. I'm certainly considering adding the Traverse package back in and testing around with that because it is so flexible though. Thanks again!

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