Lonely Sandbar

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lonely Sandbar

Land

Lonely Sandbar enters the battlefield tapped.

: Add .

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

KBK7101 on Minn: Time After Time

1 year ago

Thoughts on adding in Lonely Sandbar and Desert of the Mindful? Cycling draws are still draws!

Jupiter_Ascendancy on

1 year ago

I like the deck so far.

Some takeaways I'm getting from a few playtests-

  • I don't think you need Remote Isle here, if anything it should at least be replaced with Lonely Sandbar, which costs less mana to cycle and was originally a common, even if it's now printed at uncommon. However, I would probably just play regular islands.
  • Play more islands as well, I tend to get stuck at 2-3 lands which isn't very much.
  • Run some more single-use mill cards- for example, Tome Scour and Mind Sculpt can hit pretty heavily in just one turn.

This looks like a good start, but I think this might give it the kick it needs to work against more efficient opponents.

Kaweiwu on Faerie Rogue Tribal

1 year ago

Hey, thanks for the suggestions! ^^ I thought a lot about adding Vendilion Clique, but in the end, they don't fit very well, as this deck kind of cosplays as a rogue tribal (Noggin Whack and Oona's Blackguard) too and already has so much "interaction" with the enemy hand by Inquisition of Kozilek, Noggin Whack, Oona's Blackguard and Thieving Sprite, that the cluqie feels a bit redundant. Lonely Sandbar was actually in the deck for quite some time, until i discovered the super-budget mana fixer Choked Estuary which just replaced them, since they require a certain amount of basic lands ^^ Vendilion Clique has a lot of flavour tho, so i'm still internally debating whether or not to include them.

Chasmolinker on Faerie Rogue Tribal

1 year ago

Vendilion Clique is now affordable! And Lonely Sandbar is now legal in Modern :)

Always hated playing against UB Fae decks. Just a resilient deck to removal.

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

Jack32226 on Rot and Ruin (Muldrotha EDH)

2 years ago

Thanks for commenting, Lord_of_Cardboard!

This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.

As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.

The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:

Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.

Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.

To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.

Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.

Removal:

Draw / Mill:

Tutors:

Ramp:

Control and other good stuff:

If you have any other questions about budget options, let me know. I'm always happy to help!

Deathblossom on Yusri deck

2 years ago

A couple of suggestions:

I'd replace Galestrike with Repulse.

Depending on how much you're looking to spend, the card that would have the single biggest impact on your commander's performance would probably be Krark's Thumb (possibly supported by some combination of Muddle the Mixture and Fabricate to tutor it).

I'd really encourage you to play more lands. Even adding just Forgotten Cave and Lonely Sandbar would improve your ability to consistently hit your land drops by so much.

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