Prairie Stream

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Prairie Stream

Land — Plains Island

(: Add or .)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.

Balaam__ on Azorius Merfolk No1

2 days ago

Welcome back. I found myself in a similar boat when I started playing again around 2019. Yeah…there are encyclopedia’s worth of new rules, abilities and even card types to learn. It’s daunting. Good news is all the core principles are mostly the same.

For instance, taplands are bad (especially in Vintage). If you already own them or if budget allows, definitely run duals, fetches or shocklands. There are also variations, like SeachromeCoast, Port Town and Prairie Stream and these are much easier on the wallet while still being playable.

Also, running 1-of’s in a non-singleton format is usually a bad idea for the purposes of consistency, although certain OP cards that are restricted to a lone copy are still run for obvious reasons. Vintage gets away with bending the rules, in that sense. Specifically, I see you’re running just one Aether Vial. I would either commit to 4x (which plenty of Merfolk decks accommodate just fine) or remove it, as the odds of drawing just one copy are low to the point of being unreliable.

Mofogigas on A Pimp Named Sliver Overlord

1 week ago

If your going to abuse Mana Echoes then I don't think you need as much cost reduction. There are only 8 slivers in your deck that benefit from having there cost reduced by two. I think the first card I'd cut would be Urza's Incubator. Also I would consider Farseek instead of Fellwar Stone or Darksteel Ingot, which I would cut both. Farseek is in the same vein as Nature's Lore and Three Visits which ramps you the same amount of mana as those potentially removable mana rocks would while also filtering land out of your deck. On the matter of your mana base, I don't see a reason to run Prairie Stream, Smoldering Marsh or Sunken Hollow since they are almost guaranteed to enter tapped anyway because of the lands you run. If you must play the ones with multiple land types the cycle with cycling would work better since you can discard them for something else if you no longer need the mana, Scattered Groves, Sheltered Thicket, Fetid Pools, Irrigated Farmland, and Canyon Slough.

DemonDragonJ on Dopplegangbangers - Historic Flash Convoke Copies

1 week ago

Would you consider putting Wargate into this deck, or is that card too expensive?

I know that I asked this question about your other deck, but are you certain that you certain that you can reliably cast all of the spells in this deck, especially considering that it has so few lands and only three mana-generating artifacts? Would you also consider putting Canopy Vista, Prairie Stream, or Spara's Headquarters in this deck?

Balaam__ on Azorius aggro spirits

3 months ago

As far as I’m aware, Drogskol Captain isn’t Pioneer legal so that will need to be swapped out. Otherwise, you may want to reconsider running Temple of Enlightenment. Scry, while useful, comes at the cost of the land entering tapped which puts you at a disadvantage regarding speed. Ideally you want to tap the land for use the very turn it enters play.

Since fetchlands or shocklands aren’t legal in Pioneer, I’d recommend doubling down on Glacial Fortress-type lands, such as Prairie Stream or maybe Seachrome Coast. The requirements to enter play untapped can be easily met (minor adjustments to your mana base may be necessary), and you’ll gain the benefit of a dual land without putting yourself behind the curve.

DemonDragonJ on Why Did WotC Finish the …

3 months ago

WotC introduced a new cycle of dual lands, the "restless" lands in Wilds of Eldraine, and then finished that cycle in the next set, Lost Caverns of Ixalan, which was nice, as the players did not need to wait for very long for WotC to finish that cycle, but WotC finishing that cycle so quickly draws attention to the fact that they have left other cycles of dual lands incomplete, most notably the Horizon Canopy cycle and the "battle lands" cycle (i.e., Canopy Vista, Prairie Stream, and so forth), which I find to be very unfortunate, as I very much would like to see those cycles completed, at some point, and, as a side note, I very much would like to see Nimbus Maze be given a full cycle, as well.

What does everyone else say about this subject? Why did WotC finish the restless land cycle so quickly while leaving other cycles of dual lands unfinished?

DreadKhan on Tempered Steel/Starlight Spectacular

4 months ago

Glad those might work, in Magic it's a truism that all things equal, drawing more cards solves problems. You can protect stuff, or you can just go for a replacement, and the nice thing is if you don't have anything to protect and draw protection it sucks, drawing extra card draw is probably not a bad thing.

One thing you can do is pull Islands for Prairie Streams, these can tap for either and have reasonable odds of entering untapped by mid/late game. I'm not sure how many Basics you need to make them work, and I think your Glacial Fortresses are better (but you can only run x4), I think you could test swapping two Islands for Streams. Just realized that Stream also enables your Fortress since it has basic typing! Their is also Glimmervoid and Spire of Industry, both require artifacts to be out but can generate mana, though neither will turn on Glacial Fortress fwiw.

DreadKhan on When Will WotC Finish the …

8 months ago

Considering how long it's taking to get the rest of the Slow Fetch cycle (Bad River), I'm not holding my breath, afaik if a cycle is unpopular enough they just don't bother finishing it. Technically people do run those Fetches in budget builds, but the game has actively moved away from cards like that towards faster/better stuff, who cares about a bad fetchland when they're printing Triomes and the actual Fetches? Cards like this will cost you the odd game, and that's a big issue if your pod is fairly optimal.

I actually like the Prairie Stream cycle as well in some decks, so I'd like to see it finished, there aren't many typed enemy duals, and the ones that can enter untapped aren't cheap.

DreadKhan on "Spem Omnem Reliquite Qui Huc Intratis"

8 months ago

Since you're on a budget and have Sun Titan, you might like Bad River and Flood Plain, these can find non-Basics with Basic typing, like Prairie Stream, which can even come in untapped sometimes, if you're desperate for an untapped land you can always dig out a Basic, it's not really worse than Evolving Wilds, and they first came out in the 90s, so they have old school appeal fwiw. There are a bunch of duals that have Basic types in Allies colours (so WU and UB in your deck), Enemy colours are less printed, so the only budget options are Snowfield Sinkhole and Sunlit Marsh, and they enter tapped. When I use these older Fetch lands I like to include some ETB tapped duals because there are situations when you don't mind them, ymmv obviously.

I wonder if you shouldn't use some discard outlets like Putrid Imp, especially ones that you can use on your opponent's turn, this can dig your way through a dungeon extremely quickly I bet since you can trigger on opponent's turns more readily. Another option might be repeatable self-mill, Syr Konrad, the Grim can mill you as needed, and the opponents will be getting shaved for life while you're digging for Venture triggers.

I wonder if you should run more creatures? Sefris only cares about creatures going to the graveyard, 32 creatures isn't really a ton IMHO if your deck suffers a lot if you don't draw enough of them. If you want some decent budget creatures I could suggest some.

Oh, and you probably want a Street Wraith, and should look hard at any creature with Cycling, those would be pretty useful in here. Any looting (draw a card and then discard a card) or rummaging (discard a card and then draw a card) effects are probably very good too as a rule, but any you can use repeatedly or at instant speed allow triggers on opponent's turns.

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