Lonely Sandbar

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
MTGO 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
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Duel Decks: Merfolk vs. Goblins (DDT) Common
Commander 2014 (C14) Common
Vintage Masters (VMA) Common
Commander 2013 (C13) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common
MTG: Commander (CMD) Common
Onslaught (ONS) Common

Combos Browse all

Lonely Sandbar

Land

Lonely Sandbar enters the battlefield tapped.

: Gain .

Cycling (, Discard this card: Draw a card.)

Set Price Alerts


Lonely Sandbar Discussion

TheBrewerZ on Dis(card) is madness

1 week ago

Nice respond time XD. Anyways I am thinking the following:

  1. Circular Logic : Awsome, this makes you so much more dangerous to play against.

  2. As for Barren Moor and Lonely Sandbar I think you have the ratios right on the money for you mana base.

  3. I agree with you entirely on your engine choices; since they are so vulnerable perhaps a couple of Dive Down s might be used main or side board if you think your not able to keep your engines alive long enough. I really like the survivor duo btw the more I look at them.

  4. Drop an edict and a duress perhaps. That way you keep your disruption and removal fairly at the same level. 4 Brain Gorgers the second and third game can do terrible things. Because at worst its a no flashback edict. Best its a 4/2 for 2 slamming your opponents face. YOu want to be aggressive with this deck and this card is aggressive.

  5. Ehhhhhh Careful Study is a poor mans Faithless Looting . Still it is a one drop discard 2 outlet. so perhaps a 2 of or one of main board? You could drop a Sign in Blood but I'm not really sure which is the right option. As to Looter il-Kor YES. A one or two of that can really help you loot through your deck. No clue what you would drop help. Perhaps one of each survivor? Thorn of the Black Rose is an EPIC draw engine and blocker.BUT WHAT TO DROP?!

I hope this helps a little but there are too many ways to tweak this deck. My suggestion is to just pick things that ENHANCE your combo through their synergy with said combo. Otherwise you are going to build a entirely new deck (which is not a bad thing.)

malthusthomas on Dis(card) is madness

1 week ago

Thanks for the nice words and feedback! I'm honestly not sure what's up with Circular Logic . I tried changing the printing but it still shows as an illegal card despite it definitely being pauper legal.

I was just talking today with some people who suggested putting in some cycle lands, I wasn't sure if it mattered whether they are Barren Moor or Lonely Sandbar . I will definitely do that though. Makes them way more valuable in late game.

I had thought about Putrid Imp and Aquamoeba but both are pretty vulnerable to ping (amoeba opens up when I activate its ability) and I liked the relatively more hearty Dragoon with the evasion it gives. I settled on Oblivion Crown as the alternate/supplementary engine since it can allow Cunning Survivor and Grisly Survivor to become even more threatening while being a little more difficult to remove (at least that's my inexperienced thought).

I really like the idea of Gorgers for applying pressure but I'm just not sure what to take out for them. Maybe I don't need Duress and Divest in the sideboard, so I can move some removal (of which I have a lot) and put the Gorgers in.

I'm also wondering if I should have some way to draw. Something like the Careful Study I have in the maybe board. It's why I was also considering Looter il-Kor . I've also kicked around the idea of a Thorn of the Black Rose for the draw that comes with Monarch.

Sorry for the lengthy reply and thanks again!

babushkasara on Kruphix Tron

1 month ago

I think one of the biggest improvements this deck could see would be in the mana base. Breeding Pool (cheap thanks to RNA), Simic Growth Chamber (works great with Tatyova), and Flooded Grove would be great additions. Some more of the cycle lands could also be useful, like Tranquil Thicket and Lonely Sandbar . I recommend removing Transguild Promenade because in a two color deck, it's just not great. Myriad Landscape is a land that can also serve as ramp. Simic Signet also provides ramp.

Explosive Vegetation can most likely be replaced by Skyshroud Claim . While it can only get forests, it can get a Breeding Pool and the lands come in untapped.

You definitely need both more removal and more card draw. Rhystic Study has already been suggested, but Harmonize or Rishkar's Expertise would also be great options. In terms of removal, Beast Within, Rapid Hybridization , Naturalize , Baral's Expertise , and Imprisoned in the Moon are budget options with a lot of utility.

Wilderness Reclamation is a new card that acts as a second Seedborn Muse. Also, this might be a deck that can make Mass Manipulation work, since you can generate and store so much mana. Hydroid Krasis is super expensive right now, but if you can manage to get your hands on a copy, it'd be fantastic too.

HalbrechtHalbrecht on Instant Speed Tribal (<$100 BUDGET)

1 month ago

Both this and the upgraded list are so cool! I was actually just thinking last night that it would be fun to build a 100% reactive deck — everything at instant speed. No kidding, exact thought. And then I just happened to see your decks in the "Top" tab on the T/O homepage. :D

Some other budget lands that might be useful:

  • Lonely Sandbar / Secluded Steppe — It's another land when you need it, but card draw when you need that more
  • Halimar Depths — This deck runs a lot of card draw, so this effect might be unnecessary, but maybe worth considering for setting up your draws
  • Skyline Cascade — Just a utility land to slow down a more worrisome opponent when you don't have any bounce available to you
  • Ash Barrens — I actually like this card better than Evolving / Terramorphic , because when you use it's Cycling ability, the net result is the same as the fetches, but you also have the option of playing it as an untapped colorless source if you really just need that one extra mana

HalbrechtHalbrecht on Pauper boi

1 month ago

Tweaks to Lands

The most important thing to change first is the mana base. You might be able to get away with less than 24 lands ultimately, maybe 23 or even 22 if you lower your mana curve, but I'd start with the default of 24 and tweak from there.

In addition to adding lands, switch out the 4x Azorius Guildgate for Tranquil Cove — it's strictly better because of the lifegain.

You might also consider more mana fixing than a single dual playset, such as fetchlands ( Evolving Wilds ) or Ash Barrens . There's also Azorius Chancery . Since you run so many creatures, you might also be able to benefit from Holdout Settlement .

Other than mana-fixing, some people also like cycling lands, as they can help you draw more useful cards when you get mana-flooded (like Lonely Sandbar and Secluded Steppe ). For control decks, Halimar Depths is a useful way to set up your draws. You can opt for incidental lifegain on lands like Kabira Crossroads , but I'd honestly stick with basic Plains, because you don't want too many lands that enter tapped.

I noticed that more than one of your cards had an effect like "target creature an opponent controls doesn’t untap during its controller’s next untap step". If you wanted to focus you deck on that type of strategy, you could consider Skyline Cascade .


Possible Cuts

So what to cut to make room for 8 more lands?

I'd cut most of the creatures that are considered "vanilla" or "French vanilla", i.e. have no abilities or only basic keyword abilities like Flying or Lifelink. You want as many of your creatures as possible to DO something other than just being a warm body. So:

-1 Concordia Pegasus
-1 Coral Commando
-1 Daybreak Chaplain
-1 Humongulus (also, you want 5+ mana spells to have more of an impact than this)
-1 Knight of the Tusk (same deal as with Humongulus)
-1 Mesa Unicorn
-1 Sky Ruin Drake (same deal as with Humongulus)
-1 Talon Trooper

You could also considering cutting Sunspring Expedition , since effects that solely grant lifegain are generally considered not worth running (incidental lifegain, on the other hand, can be great).

I'd also consider cutting Nimbus Wings , since most of your creatures already have flying.


Game Plan

After making some of the above cuts and additions, really what you want to think about is what is your deck trying to DO. You want to have a unified strategy.

For instance, right now you have creatures like Civic Stalwart , Haazda Officer , Pegasus Courser , and Vedalken Mesmerist that want you to be on the offensive. But you also have creatures with low power / high toughness (several of the ones I suggested you cut, actually), Syndicate Messenger (which makes for a great blocker), and Wall of Mist that want your deck to be defensive.

A couple cards can swing both ways — AEther Adept and Chillbringer can either clear the board for your attacks, or they can slow down your opponent defensively.

I think before we can make further suggestions, you'll need to better nail down the direction you want to take the deck — offensive flyers? high-toughness blockers and other stalling techniques to get to your win-con?

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Lonely Sandbar occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Blue: 0.56%