River of Tears

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Future Sight (FUT) Rare

Combos Browse all

River of Tears

Land

Tap: Add (Blue) to your mana pool. If you played a land this turn, add (Black) to your mana pool instead.

Price & Acquistion Set Price Alerts

IMA

FUT

Ebay

Recent Decks

River of Tears Discussion

Underoath709 on Drowning in Darkness

1 week ago

Hey man, I've been running a deck like this myself, and a couple of points I've been learning while building:

1.) Don't be afraid to use Scarab God's second ability. Ik you're looking to exile as few creatures as possible, but it's way better to use it and cast something like Overseer of the Damned, Sheoldred, Whispering One, Phyrexian Ingester, or Sidisi, Undead Vizier (all of which are great in a UB grave deck). If you can, use other recursion spells first before using this ability, but overall don't be afraid to use it.

2.) Milling is key. Last game I played I dropped a Mesmeric Orb turn 2 and was turning everyone's grave into my own personal toolbox, stealing stuff like Eternal Witness to grab recursion spells back to my hand for even more use.

3.) Graveyard tutoring is important. Cards like Buried Alive and Entomb can drop important cards into the grave to be used by Scarab God, Victimize, Dread Return, Living Death, Unburial Rites, and Ever After, all of which have been powerhouses combined with Buried and Entomb.

4.) Add a couple more board wipes and exile effects to deal with problem creatures on the board. Damnation is a great start, but add a couple more just in case. My personal favorite so far has been Living Death which for SG decks is a total game ender most of the time. Life's Finale acts as a way to tutor up our opponents' creatures while clearing the board, and if you really want to piss off your entire group throw a Cyclonic Rift in there to completely finish everyone off.

5.) I'd recommend upgrading the landbase, which can actually be done in EDH for pretty cheap. Slow fetches, Terramorphic Expanse as a second Wilds, Battlelands ( Sunken Hollow in UB), Tainted Isle, River of Tears are all great duals that work well in EDH. Don't be afraid to play a tapped dual every so often since EDH doesn't really rely on speed most of the time (unless your meta is more aggro than anything). It might be a good idea to check out something like Mutavault too to add to your zombie count.

6.) Counterspells kill a bit of fun in EDH but they can save your ass sometimes. Countersquall, Psychic Strike, and Counterspell are all worth running and pretty cheap overall.

I've got a semi-budget build going on here: ( Toolbox of the Dead ) if you want to check it out. I'm not a great EDH player by any means, but I've definitely been seeing better results with some of the changes I've made by shifting more from zombie tribal -> ETB centric.

So yeah, hopefully some of this helps out.

cdkime on Rank these lands...

1 month ago
  1. Way, way too powerful. Even if it can't be fetched and has the legendary limit, this is free colour fixing in the most important stages of the game.

  2. I kind of like this one--I would probably never use it in a constructed format, but it seems decent enough for emergency fixing in limited, and its ability to be fetched means it might see some use in budget commander. Since limited is where it might shine, be sure to include artifacts/spells that care about fetching specific land types (i.e. cards like Everbark Shaman).

  3. I think this is unplayable--giving your opponent a card is far too large a detriment for colour fixing. This is particularly true in limited, where the 40-card deck size means you have an increased chance of drawing something nifty. Perhaps instead, your opponent gets to scry one (sort of like a reverse Temple of Epiphany). I'd still be highly skeptical about playing it, but that would make it a bit more balanced.

  4. I agree with what others have said--drawing a card is far too powerful.

If you're looking for more inspiration, consider the Future Sight duel lands. Nimbus Maze, Grove of the Burnwillows, Horizon Canopy, and River of Tears all need to have their cycles completed.

Orangepanda01 on Mono Blue Tron

5 months ago

1) Engineered Explosives is good in the current meta with death shadow decks running around. it is also really good against burn, affinity, zoo, and decks like that. also good as a 1 for 1 to get rid of a pesky Search for Azcanta  Flip or Pithing Needle. I do, however, run River of Tears and Gemstone Caverns to get it up to 2 counters. Worst case scenario you can discard it to thirst for knowledge if it does absolutely nothing. Overall I like it, but it may be better in the sideboard.

2) Gifts Ungiven I have found to be REALLY good. You can do it on your opponents end step if they don't do anything relevant to tutor up Tron (usually something like Expedition Map, missing Tron land(s), Tolaria West, and an interaction spell). It can also be used to get a couple threats (usually something like Torrential Gearhulk, Wurmcoil Engine, Treasure Mage, and Mindslaver) either of those 4 can be interchanged with a map that will turn into an Academy Ruins depending on how pressured you are. Those are the combinations i usually get, but if I'm in a pinch i can use it to fetch up 4 interactive spells to keep me alive.

ynot000 on Danny's Oloro

6 months ago

Here are my land suggestions:

1x Adarkar Wastes

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Sejiri Refuge

1x Drowned Catacomb

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

1x Isolated Chapel

1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card

1x Nimbus Maze

1x Path of Ancestry

1x River of Tears

1x Scoured Barrens

Here are the land cuts:

Which would leave you with a manabase of:

1x Adarkar Wastes

1x Arcane Sanctum

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Dismal Backwater

1x Drowned Catacomb

1x Esper Panorama

1x Evolving Wilds

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

2x Island

1x Isolated Chapel

1x Jwar Isle Refuge

1x Maze of Ith

1x Nimbus Maze

1x Opal Palace

1x Path of Ancestry

5x Plains

1x Prairie Stream

1x Reliquary Tower

1x River of Tears

1x Scoured Barrens

1x Shambling Vent

1x Sunken Hollow

3x Swamp

1x Temple of Deceit

1x Temple of Enlightenment

1x Temple of Silence

1x Temple of the False God

1x Tranquil Cove

1x Underground River

1x Vault of the Archangel

This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.

SynergyBuild on Artificial Perfection (+1?)

6 months ago

Oboro works with hitting a land drop with River of Tears, they combo with each other, Gemstone Caverns is ramp, or a second free land turn one at the cost of exiling a card from hand, you might not want it, but I have found it helps for non-colorless tron decks, as they want to drop tron lands on the first three turns, leaving little room for them to actually get colored mana.

PesteNoire999 on Artificial Perfection (+1?)

6 months ago

SynergyBuild, first of all, thanks for the dedication you are showing towards my deck!

Might I know the utility of Oboro, Palace in the Clouds? As I never understood how can the 1 mana effect be useful to my deck.

River of Tears is really interesting and I will definitely consider it, because of the Dismember. Same for Tolaria West as it can tutor Urza's lands and Hangarback Walker.

Not very sold on Gemstone Caverns, though.

SynergyBuild on Artificial Perfection (+1?)

6 months ago

The River of Tears is so you don't have to pay as much for Dismember

usaDiabetic on IntruZur Alarm | Zur EDH

7 months ago

sweet build friend,

some quick suggestions(sorry if I make any repeats, there are a lot of comments already haha) Austere Command as a "catch all" sweeper. Similar idea with Merciless Eviction.

For board protection I love Teferi's Protection and Trickbind.

For some mana fixing River of Tears and Path of Ancestry .

General Zur utility Reconnaissance to get his attack trigger without risking him dying in combat. Similar idea with Rogue's Passage.

Like I said, sweet build, welcome to TappedOut, and I wish you many games of combo'ing off!!! :o)

Load more