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River of Tears
Tap: Add (Blue) to your mana pool. If you played a land this turn, add (Black) to your mana pool instead.
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River of Tears Discussion
6 days ago
Most times I see people play urborg in a spell slot as it neither is a blue land or a tron land. The big takeaways are the fact that it will let destroy any one nonbasic land using Sundering Titan, it allows you put a second counter on Engineered Explosives though I've found if I'm in a spot where I can spend three mana on dismember I'm typically in a pretty advantageous position already.
I'd suggest River of Tears as an alternative option as it functions as a blue source roughly half the time and also gets around choke
3 weeks ago
I have a couple of those included or on a very close side board/chopping block/shoe-in position.
I actually have Tainted Isle in the deck, just not added here I believe (but I will look into that)... On that same note River of Tears should be an auto-include. Phenax is cool... But I don't picture running enough creatureish toughness to care for him that much (I'll see how test plays go though). Mind Funeral is nifty... Although I like taking a shot at all targets at once... Though I have seen how effective: "mill until x lands are revealed", can be. Keening Stone could be a strong alternative finisher, and I do own one so it will probably make an appearance again. I like Notion Thief alot and along the same vein I also really like Sygg, River Cutthroat although I can see the potential for massive backfire with both :) I HATE cyclonic rift even though it destroys people, I will think of it since I can use it then one of my low-cost selective discard spells to discard something nifty.
That Which Was Taken is nice for indestructible + hexproof or just protecting my other paper-thin stuff... but may be too slow in comparison to a more wincon-style card at similar speed - al'a: Keening Stone. I like some of those other cut cards too darn much though.
1 month ago
2 months ago
Thanks for the comment. River of Tears is an interesting land for sure. It can play a turn 1 discard spell into turn 2 Sculler (but not meddling mage unfortunately) or leave mana up for remand (it will always be blue on my opponents turn for remands and quellers). However, it does get a little tricky thinking about sequencing to get the colored mana you want. I think thinking about how to dismantle your opponents gameplan and win may be a bit tricky in itself, so I'd rather not used too much mental space for mana tapping. But this made me realize that I could remove some more fetches for Concealed Courtyards (perfect for t1 discard spell t2 gold bear)! I left in 2 fetches with can get any of the 3 dual lands and basics. I do want to keep at least 4 basics for any opponents playsets of Path to Exiles or Ghost Quarters, and be able to POSSIBLY play through a Blood Moon.
Another person suggested doing the O-ring trick to permanently exiles the opponents cards off of Tidehollow Scullers and Spell Quellers. Sacrificing creatures with Cartel Aristocrat seems kind bad as we could just play 2 mana discard spells and 3 mana counterspells which aren't great rates. What makes these spells great is that we get a body. Blinking is probably the way to go for this exile trick. A friend suggested Restoration Angel but to play sculler+angel is 6 mana and queller+angel is 7 mana! So I found room for 2 Whitemane Lions instead (another Bear lol), which makes it a 4 and 5 mana trick with addition etb trigger later. It also can be used to save something or reuse Snapcasters. And it triggers revolt for Pushes, so we offset the removed fetches a little. Seems decent :)
Sidenote:I did change a Smuggler's Copter to a Dark Confidant. Not sure which one is better. Copter is only card selection but with a bigger evasive body. Confidant is actual card advantage, but does cause some minor pains. The average cmc of the deck is less than 2 currently which nothing over 3, so it shouldn't be too painful. Maybe the 1 and 1 split is where its at. lol
tried the playtest feature on Tappedout. The deck seems to have pretty good starts, good synergies, most cards are still relevant late game. Meddling Mage is still difficult to evaluate without actually playing it against an opponent, but hopefully its good enough, given the build around.
2 months ago
To start with, I love tempo, and so the deck speaks a lot to me, I want to say that the landbase and sideboard are nearly ideal, with my only switching out fetches for more unusual (and harder to play against) lands, such as the underrated River of Tears, etc., so you can play fun (for you) combos such as Leonin Arbiter+Path to Exile. Speaking of good combos, sacrificing Tidehollow Sculler in response to it's first ability triggers it's second before the first resolves, which means you can exile a card from the opponent's hand and they can't get it back. A good sacrifice outlet in that case for bears is Cartel Aristocrat, as it can sacrifice for free, is hard to remove, can work with Geist of Saint Traft, and fits with the deck flavor wise (esper bear).
I can help you more with the deck if you want later on, this is just some random ideas off the top of my head.
3 months ago
Obligatory land upgrade comment
3 months ago
Also in all honesty, mill is a crazy hard strategy to win with in commander, since you have to mill anywhere from 200 to 500 cards, and there is a lot of shuffling graveyards into library effects. It's not impossible, but very hard.
So you might want to find another win con, and use mill as a sub theme maybe. Either way, good luck friend.