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
4 days ago
@TheGodofNightI completely get your point and really apreciate your comments. It also helps as it's not just the "you have to add some fetchies" [random modern player] would suggest me. Plus I really share your attitude.
Magic (for me) is about having a fun time with my friends, playing decks that I enjoy but maybe somehow also my opponent does too. But I see we have a quite corresponding opinion in that case.
Dismal Backwater is a very budget card with the thought "at least better than a guildgate". Some more and better lands are already on their way. The same applies to Dimir Aqueduct. It is at least a double trigger for the crab, but still worse than eg a Polluted Delta or Darkslick Shores of course.Quite similar withEvolving Wilds. Maybe it's also considered better because of the "thinning effect"? I somehow get the feeling, I just repeat what you said :'D
Hm I get your point. I somehow try to invest some minimal ressources in not dying which makes me die eventually a bit later, but also mill slower. This gave me some more flexibility, especially in multiplayer (ofc non-competitive) games. But probably this might look like a burn player playing a defender.
Your answers were definitely delightful, thanks again. I'm not sure about that reponsive vs spike-ish thing but that's a general question. Winning more than say 70% all time in my meta will probably get boring too ;)
6 days ago
dallo It doesn't have to be better, just playing around. I think that in general it can be good idea to remove 4x Island and add 2x Drowned Catacomb and 2x Sunken Hollow. Then Sunken Hollows can work with Drowned Catacombs well. I have also 4x Darkslick Shores and I wonder if they won't be more suitable in this deck.
1 week ago
1 month ago
isnt Darkslick Shores just better than drowned catacomb, because lets be honest if you see more than 4 lands you probably have already lost
1 month ago
Hello Chasmolinker thanks for your commenti played with Darksteel Citadel a time ago, and dont know exactly i cut it, but its a good move and scape from mass removal, will try to back to it. I played with Negate too in last build, but its feel some akward do not you think ? or what to cut to put it ? i always think Darkslick Shores can be slow if dont are in open hand, Sunken Hollow is just a target for Deltas, but the cicle can be tested
1 month ago
Have you tried Darksteel Citadel to give tezzeret a -1 target on an empty board? Also Darkslick Shores would help. You need a swamp early to get the deck going. Some countermagic would be good too. Remand or Mana Leak should do. Cut Sunken Hollow for the new cycle land Fetid Pools.
1 month ago
Now on with the answears: Shriekhorn is a bad card but does what we need: being an extra mill spell, being a one mana play and so on; I've tried to cut it several times for anything else (like removals..) only for getting to the conclusion that I wrote (and I think that is a firm one): we cannot go lower than this in mill spell department because if we do so we really open ourselves to lose the game by ourselves; and we can afford to play extra mill spells only in the 1-mana slot. Thankfully it is effective enough, and I don't recommend touching it.
Your first 20 lands are practically untouchable. Fetid Pools would be the 21th. But at that point I would play Darkslick Shores because entering untapped (even if sometimes only) is more valuable than cycling at 2 mana half of the games you play against grindy decks.
Shelldock Isle despite entering tapped is astonishingly good: in order to win this deck need to cast around 5 big mill spells - those are Glimpse the Unthinkable, Breaking / Entering, Mind Funeral, Archive Trap, an early Mesmeric Orb possibly with fogs, an early Hedron Crab which survived late (Shriekhorn is not to be counted among them: it is mostly used to round up the count early, which is more important than defence or draw spells). Shelldock Isle entering tapped tally with the poverty in 1 mana early spells, and it is an important gear for casting one of the late mill spells (the first 4 ones of the list above - that is 16 cards!) so that it actually can be counted among them (so that we have a total of 7*4=28 big mill spells, 8 of which good only early and 4 of which good only late). In conclusion, it is too much important for our aim of winning on turn 5 to be cut.
And if with Shelldock Isle you don't hit a late mill spell you could choose a fog, which is equally good against aggro, or a Visions of Beyond which, even if it is always worse than the alternatives in this case, sometimes is still a worthy play even at 3 mana total.
1 month ago
At their worst, Fastlands operate like Shard/Wedge lands, and don't slow you down a turn with bounce lands. At their best you've a dual land early on. The Pain Lands are usually just great for any multi-coloured Deck.
Tarnished Citadel bolts you, but it's worth it if you're really in need of the colour.