|Commander / EDH||Legal|
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Salt Flats enters the battlefield tapped.
: Add to your mana pool.
: Add or to your mana pool. Salt Flats deals 1 damage to you.
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Salt Flats Discussion
1 month ago
I'm making one of these myself, but with a focus on Darien, King of Kjeldor. Ever thought of using lands like Barbarian Ring, Brushland, Centaur Garden, Llanowar Wastes, Nomad Stadium, Pine Barrens, Salt Flats, Scabland, Sulfurous Springs, or Tomb of Urami? While for my deck, they only help a lot when I have Darien out.. They can get you consistent life loss early on in the game and stay with you throughout.. even if you don't need the mana, you can float it!
3 months ago
Not to mention how utterly broken the exile effect is.
4 months ago
Scoured Barrens is a must include, even if you just replace Salt Flats. Also, how about Radiant Fountain or Kabira Crossroads? Your land count is kind of low, I would add Kor Cartographer and/or Liliana's Shade. Recur them early and often with Athroes, Phyrexian Reclamation, Ravos, Soultender, etc. For further land triggers I started to run Ruin Ghost, bounce those life gain lands. Don't forget to tap them before you bounce them.
How about Karlov himself, or Treasury Thrull ? I have gotten huge value from both.
If you average game is 3+ opponents, Shattered Angel is great value.
4 months ago
I totally understand 2 color decks are a hard mana base to build, Urborg, Tomb of Yawgmoth always helps with black mana but is pricey. Mirrodin's Core is a good one. Terramorphic Expanse and Evolving Wilds help get the lands you need but they enter tapped. Mana Confluence, Caves of Koilos, and Salt Flats are nice since you have lifegain.
9 months ago
It is interesting that Forsaken Sanctuary was mentioned as as being "just better" than Salt Flats when Concealed Courtyard, Fetid Heath, Scoured Barrens, and Shambling Vent. All exist and are strictly better than either of the two.
As I said in the other thread you need some win conditions, and not just the two mentioned earlier in this comment section. In a 100 card deck at least 10 spots should be dedicated to winning the game.
You are also running a bit light on mana sources. My oloro deck runs 45 sources and the average cmc is only slightly higher than yours. I would suggest running 8 or 9 more sources to bring the total up to 44-45.
There are some cards that you can just do a straight swap and come out ahead.
Now comes the problem of deck building philosophy and what you can do to make a deck that isn't just a good stuff deck. Counter spells in general are not great in multiplayer games. You can not match multiple opponents 1-for-1 without a huge card advantage engine so they are really only used to protect win conditions. One of your counter spells is a bit problematic for me though even if you do decide to run counters in general. What do you anticipate countering with Mental Misstep that matters beyond turn 4-5?
Prosperity is not really a good card for control. You are spending your resources on your turn in order to give everyone cards.
You do not have enough shuffle effects for Scroll Rack, Sensei's Divining Top, or brainstorm to be much use. Running the off color fetches would make them slightly better, but I am still not sure about them.
That is all I have for now, let me know if you have any specific questions about stuff that isn't going well and I will try to address them.
11 months ago
And when I put onto battlefield in turn zero Leyline of Sanctity, you should have a problem .
youll be dead before that :)
Snapdisastermage - That's the sound of sarcasm, if I ever heard it, (even though I Read it). I'm sure it's just a joke. But take it with a grain of Salt Flats otherwise :) It's kinda funny both as, and not as a joke. (Though the ladder more the "Ill have you know I graduated top of my class in the Navy Seals" kind of funny.")
1 year ago
You are definitely lacking in Mana Ramp here in this deck. If I were you I'd add a few staples like Myriad Landscape,
dual Black/Red Lands
and some white/blacks would be
I know these lands are expensive, some are over $1-$5 a pop, but the truth is that to run an efficient deck in Mardu like this, you need fewer lands, and more mana ramp, having 4 lands in your hand wont change the fact that you can only play 1 land per turn, unless you are playing and have cards out like Exploration. This isn't a bad deck, you just need to work on your mana base and research, here is a good doubler for a low price:
additionally, excellent artifacts include:
some land searches, incase you are getting scrapped for a certain colour.
Finally, here is a good resource for dual lands:
I've only added to suggestions the cards that are cheaper for you, with the exception of a few that I think are excellent staples.