Darkslick Shores

Legality

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

Darkslick Shores

Land

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

Tap: Add U or B to your mana pool.

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Darkslick Shores Discussion

Venomous08 on Turbo Colossus

1 day ago

I think it would be efficient for your manabase if you ran Darkslick Shores and Spirebluff Canal instead of the fetchlands. You bounce your lands with the borderposts anyways, so you will rarely have the fastlands come in untapped and you are avoiding the damage from the fetches

Durkle on NETDECKERS BEWARE: A WILD HOMEBREW APPEARS!

3 days ago

I think you should be splashing black instead of red. You're only using red for creature interaction and a marginal amount of filtering. Black does both of those things better and you also get access to hand disruption, which is absolutely incredible before you drop a shared fate to ensure they have no way to stop it, and you won't care about your opponents having hand disruption once the shared fate sticks.

Should be playing Fatal Push and Dismember and stuff to deal with creatures. Play Inquisition of Kozilek instead of Peek, which doesn't really do anything. You'll definitely want another though. You can probably get away with Duress and/or Despise over Thoughtseize or Inquisition I guess if you're trying to stay within budget. Maybe Infest if you want a sweeper effect, Night's Whisper instead of Looting, Brainspoil as a tutor for Shared Fate. The upside to black is just so much higher.

You even get way better sideboard options. More hand disruption, more sweepers, more kill spells. Whatever's the best in the matchup. If you still want a LD spell, you have Rain of Tears. If you want a fog against hyper aggro decks, Darkness. You don't have a ton for artifacts and stuff, but a couple copies of Echoing Truth and hand disruption should get the job done.

On a seperate note, I wouldn't play Dissolve or any scry lands. Scrying is bad. Not sure if you've made the connection, but you still have your own library with a shared fate. You draw from your opponents, but you get to scry for your own. That means your giving your opponent access to screwing with your draws, which is awful. Just play Drowned Catacomb or River of Tears or Darkslick Shores or something for fixing. I would recommend playing Deltas and Watery Graves since it's just the best thing you can be doing, but thats fine if it's out of your budget. Deltas also give revolt for fatal push.

This is all just a suggestion, but I really hope you're seeing all of my points here. Black just supports what you're doing so well

RingweMakil on Budget Dimir Control

1 week ago

I wouldn't suggest her anyway, she's horrible with countermagic :P

4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?

If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.

Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.

Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.

Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.

You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.

Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.

With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.

I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!

davesol on «ʜᴜʀʀɪᴄᴀɴᴇ★ᴛᴏʀᴛɪʟʟᴀ»

1 week ago

I like that someone else runs painlands in their Ad Nauseam build - I thought it was just me :-) i find they work well and unlike Seachrome Coast and Darkslick Shores never come in tapped.

ZackBinks on not quantity but quality zombies (help needed)

3 weeks ago

The deck certainly has potential. If you want to make it competitively viable, I'd invest better lands like Watery Grave, Darkslick Shores, and Polluted Delta

I would probably drop Mikaeus because he costs a lot of mana and doesn't really do enough to justify it. The 4 of Gisa and Geralf also seem like a bad idea. I would replace them with cards like Geralf's Messenger and Prized Amalgam. I would also consider replacing some of your removal with Fatal Push.

Of course, all that matters is that you're happy with the deck, so only change what you want. However, if you are wanting to make this deck more competitive, these changes are what I suggest. Hope this helped!

cplvela0811 on Sultai Midrange (Competitive)

1 month ago

Daedalus19876

I can assure you that when playing Cryptic Command, there is not much of an issue. If in opening hand search/play based lands. Darkslick Shores and all the fetch lands generally make for solid mana fixing. Control generally grinds out the game. CC has helped me win games in standstills & by being a hard counter against Tron. 4 can look intimidating. I concede to that. I use the 1 ofs with Thought Scour & Snapcaster Mage. To me it counts as multiples. Thank you, for your feedback. Hopefully that helped a bit.

AtomicEmpire

Thank you. He is fun. I decided to test a more aggressive build with Bobby. The curve beeing low works great.

silent__reaper on Artifact Shenanigans

1 month ago

Add 4x Blinkmoth Nexus and 1x Signal Pest. Cut one of each basic land and either the Darkslick Shores or Spirebluff Canal, also cut the fourth Memnite. The sideboard is iffy and not sure on what to suggest based on my limited knowledge of playing affinity. If you already own 2x Mox Opals, then I would focus your next upgrade to the deck would be buying the Glimmervoids that would help fix you mana requirements.

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