Skyline Cascade

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Skyline Cascade

Land

Skyline Cascade enters the battlefield tapped.

When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.

: Add to your mana pool.

pappy4eyes on Mono U spirits

11 months ago

Looks like a good deck, a friend of mine has a similar spirit deck.

I am not very good at deck building, but here are some more spirit cards that look cool: Departed Deckhand, Dreamshackle Geist, Dungeon Geists, Hands of Binding, or Nebelgast Herald (might be good with the flash from Rattlechains). Skyline Cascade enters tapped, but lets you keep an opponent's creature tapped for an extra turn. I think my friend has Cemetery Illuminator in his deck. If you exile a spirit from your graveyard it could be a way to have more options to play each turn.

It should be noted that you might have to cast Geistlight Snare for 2 mana sometimes since you only have 4 enchantments, but that should not be too much of a problem.

Again, I am not sure if any of these cards will work with the deck, they are just cards I thought looked cool. Feel free to completely ignore me. :)

Balaam__ on Shinobi-Wan Kenobi

1 year ago

Profet93 + sergiodelrio if thinking you’re right about lowering the Skyline Cascade. It seemed alright but I can see running into trouble.

As for Boomerang, I went with Eye of Nowhere because I threw this together just prior to cycling it, and at a quick glance I thought they were identical cards. Turns out one’s an Instant and the other isn’t! I’ll make that switch right away; maybe I need a new prescription…

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

TheoryCrafter on Miller Lite

2 years ago

Since landfall is featured heavily in your deck, you may want to consider any combination of Evolving Wilds, Fabled Passage and Terramorphic Expanse. This will increase the number of cards milled every turn.

May I suggest replacing Glacial Grasp with Skyline Cascade? This can open up some space for other card draw options or Sage's Row Denizen, which will cause an opponent to mill every time a blue creature enters the battlefield. Another reason to replace Glacial Grasp is any mill you do should mill no less than 1 card for every one mana spent. Permanents that trigger mill are okay since the mill will eventually pay for itself. As the deck currently stands, you'll only break even on GG if you have Sphinx's Tutelage on the battlefield. If you wish to continue to rely on Instants and Sorceries may I suggest a full set of Mystic Sanctuary? This will allow you to be able to use them multiple times.

To get mill through card draw accomplished sooner, you may want to consider having three copies of Jace's Erasure and two copies of Sphinx's Tutelage. If you go the Sage's Row Denizen route, you can add in Jace's Archivist and accelerate the number of Counters on Ominous Seas. Another card to Consider is Teferi's Ageless Insight.

If most or all of these options aren't to your liking a playset of Contentious Plan would be like putting two foreshadow counters on OS.

Thank you for reading me out. I hope this helps. Happy Hunting!

TriusMalarky on Mizzet PUNCH

3 years ago

Aight. First, you need a good ramp package. I'd go

You have 3 taplands, two of which are useless. They're better off being basics, although Skyline Cascade isn't the worst. Also, Evolving Wilds never belongs in 2-color decks. Temple of Epiphany is infinitely better.

Teferi's Ageless Insight, Alhammarret's Archive if you have the budget.

TriusMalarky on Teacher asks for deck ideas …

3 years ago

Memorial to Unity, Memorial to War and Memorial to Genius. Also try Blighted Woodland in any ramp deck you use, and Skyline Cascade in control. The other gorges might work as well.

LittleBlueHero on Yuriko (CMC Ya L8tr)

3 years ago

Don't remove Watery Grave. The 2 life is something you always pay without a thought. It's nothing in commander. And if its in your opening hand without a one drop go ahead and play it tapped.

That said you do have a lot of lands that enter tapped. If you are going to cut though cut from ones that don't get you both colors or don't really help the gameplan.

Skyline Cascade for instance is a minor effect and only gets you blue, i'd rather have Castle Vantress here. The castle could come into play tapped but only needed one isalnd isn't much of a requirement and being able to scry is extra helpful for your deck. And Crypt of Agadeem can net you a lot of mana in some situations but since you aren't filling your graveyard on purpose like a reanimator deck chances are this won't do as much as it should sometimes, i'd play a Urborg, Tomb of Yawgmoth over this here. The tomb comes in untapped and makes sure all your lands tap for black just in case.

Also with only 5 islands and 4 swamps (6 and 5 if you change the above) the chances of you having three of either to get Witch's Cottage or Mystic Sanctuary to enter untapped and give you the benefit is unlikely. These are both better in mono colored decks or deck that are running a lot of basics. Both can easily be basics instead.

You have 13 lands that HAVE to come into play tapped. Thats way to many. if you make the above changes that brings you down to 9 that have to come in tapped... still a lot.

So, I know why you run Vesuva but I don't think you really need it in a two color deck. It would better suited in something three or more colors so it can help you fix. Our group doesn't run enough powerful lands to really want to copy anything super crazy. I would swap for Exotic Orchard. You may or may not get access to the colors you need with it but the way i see it is its an untapped dual land more often than not.

I would swap Frost Marsh for Underground River. I know that 1 damage may look scary but 9 times outta 10 you'll only need to tap it for colorless, the colored mana is there as a failsafe. And like I mentioned before 1 and 2 life is really nothing in commander. Jwar Isle Refuge could be Fetid Pools, yes it still comes in tapped but has the ability to cycle if you draw it late in the game which can be huge.

Lastly Dismal Backwater should be Polluted Delta if you can afford it. Again, don't be afraid of one life loss to fix your mana, the delta doesn't search for basics it searches for Swamps or Islands which means you can search up one of you lands that has the dual typing like Watery Grave or Sunken Hollow.

If you really don't want to spend the 25 or whatever it is though you could run run River of Tears instead.

After all that you have 6 lands that HAVE to come into play tapped. Which is only 1 more than I usually try to stick to at 5. Its not a perfect system but its worked for me.

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