|Commander / EDH||Legal|
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|Duel Decks: Izzet vs. Golgari||Common|
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Lonely Sandbar enters the battlefield tapped.
: Add to your mana pool.
Cycling (, Discard this card: Draw a card.)
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Lonely Sandbar Discussion
1 week ago
1 week ago
2 weeks ago
3 weeks ago
Couple potential suggestionsLands:
- Forgotten Cave and Lonely Sandbar instead of two basic lands as card draw is great.
- Izzet Boilerworks, Temple of the False God, Evolving Wilds, Caldera Lake, Highland Lake, Izzet Guildgate and Swiftwater Cliffs are some of the best budget lands for mana fixing and a little late game ramp.
- Diviner's Wand could be cool as most of your creatures and Nin, the Pain Artist are Wizards.
- Arjun, the Shifting Flame looks awesome.
- Reforge the Soul might also be cool.
- Thought Reflection is bonkers later.
- Trinket Mage to look for Spellbook.
- Magus of the Wheel? idk.
- Alhammarret's Archive is expensive but seems good.
Alternatively scrap the whole lot and play Zedruu, the Greathearted instead.
3 weeks ago
Picking up the Polymorph discussion - As you already said, you get a Drake for a Drake, but I believe what EmmaMuu was going on about was that you might potentially hit something not worth spending the on, such as Baral, Stratus Dancer, or Willbender. Baral could be worth it depending on your hand at the time, but for the other two, seeing as they're utterly useless when entering the battlefield face-up, those aren't good draws and will leave you wasting a turn, as well as mana you could've left open for counter magic.
I haven't made good experiences with those two cards in particular myself - Willbender is too situational and rarely mattered when I was playing games. I originally intended to steal the opponent's Time Warps with it, but you really need to spend the initial for Morph, protect the permanent until it matters, then unmorph for another , and then hope your blue opponent doesn't have a Stifle. Insidious Will is the better card here by far, all things considered.
As for Stratus Dancer, it's a cool card because it can counter Split-Second cards, which is the only justification I can see to play it. Well, it's a 2-powered flying creature, which I guess plays into your deck's mechanic. Either way, it's pretty much sub-par for the same reason as Willbender, though if you have to leave one of them, it would be this one, as it's at least a hardcounter (so it will help against something like Blasphemous Act).
Still, I'd go with cutting both, replacing them with potent counterspells such as Cryptic Command and Mystic Confluence. Since your list doesn't include Disallow yet, that might be a chance to cheat it in there if you're worried about the former two's mana costs. I could also see Torrential Gearhulk replacing one of them, as it will even get you another Drake, plus the chance to get two uses out of a counter spell should you draw and cast it.
As for the rest of the deck, the only things that stand out to me are Halimar Depths (which is a land that I personally deem one for slow control decks, which yours is not), which I would replace - the same really goes for Myriad Landscape, which seems redundant when looking at your mana curve, and will probably slow down your early game, with nothing to use the mana on later on. Of course, there will always be those turns where you leave mana open for a counter spell, and your opponents don't do anything, so maybe I'm wrong about it.
As for suggestions in the Land department, I would very much include Homeward Path to prevent getting hosed by Reins of Power, or Insurrection. Unlike the aforementioned lands, it also comes into play untapped, so it will be marginally faster. Other than that, I like the Cycling lands Lonely Sandbar and Remote Isle. While these are slow, they aren't useless if you draw them from the top, and since you can cycle at instant speed, you don't have to worry about the investment for it all that much.
I also noticed you're not playing a Cyclonic Rift... what kind of blue commander player are you? :D
4 weeks ago
Academy Ruins, Mystifying Maze, Homeward Path, Maze of Ith, Thespian's Stage, Soldevi Excavations, Halimar Depths, Myriad Landscape, Nykthos, Shrine to Nyx, Lonely Sandbar, Remote Isle, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Terrain Generator.
1 month ago
Your deck reminds me of Astral Slide, the most OG of flicker spells. Since Cycling is now a thing again, you have a whole host of Cycling lands to choose from:
Additionally, you could use:
- Eternal Dragon to help you get more Plains.
- Akroma's Vengeance for mass destruction, and a chance for you to slide a creature to save them from the destruction.
- Decree of Justice A bomb of a spell, especially great after you just do a board wipe.
I realize that these suggestions would basically change your entire deck, but that's what came to mind. Take it all worth a grain of salt. But if you're willing to go into that direction, let me know. I'm curious to see what you'd think up.
1 month ago
This is a nice build but you simply HAVE to put in more non-basic lands! Lol. But seriously, things like Lonely Sandbar, Halimar Depths, Nykthos, Shrine to Nyx, Tectonic Edge, Ash Barrens, Sea Gate Wreckage (just in case), Geier Reach Sanitarium, Arcane Lighthouse, Buried Ruin, Academy Ruins, Faerie Conclave, Tolaria West, Myriad Landscape, Wasteland, Minamo, School at Water's Edge, Remote Isle, to name a few...