Spirebluff Canal

Legality

Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh Rare

Combos Browse all

Spirebluff Canal

Land

Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands.

: Add or to your mana pool.

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Cardhoarder (MTGO)

7.41 TIX $8.38 Foil

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Spirebluff Canal Discussion

ToolmasterOfBrainerd on Unsympathetic Intellect

5 hours ago

That makes no sense. If you only need 3 lands to operate, canal is the best land possible. There is literally no keepable opening hand where Sulfur Falls is better than Spirebluff Canal. I can make plenty of keepable but awkward opening hands where Sulfur Falls is the problem.

Example: island, sulfur falls, monastery swiftspear, mutagenic growth, lightning bolt, apostles blessing, slip through space

ToolmasterOfBrainerd on Unsympathetic Intellect

18 hours ago

You should drop the 2 Sulfur Falls for 2 more Spirebluff Canal. You should rarely draw a 4th land, so Spirebluff Canal will almost always come in untapped. With how many Shivan Reef and other Canals you play, Sulfur Falls will come in tapped more often than you'd like.

DirtCadaver on Izzet FNM Material?

1 day ago

I really like the deck,

Consider either pulling/sideboarding Firebrand Archer -Or- Thermo-Alchemist for card draw like Glimmer of Genius

Mana Base i would do (if you have them)

2 Desert of the Mindful

2 Desert of the Fervent

4 Spirebluff Canal

4 Aether Hub

2 Westvale Abbey  Flip

2 Wandering Fumarole

3 Mountain

3 Island

like70bunnies on Jeskai Control

1 day ago

Suggestions:Spirebluff Canal x3-4Wandering Fumarole up to 4Irrigated Farmland for cyclingconsider dropping a Sweltering Suns or 2 for Hour of Devastationgo up to 2 Essence Scatter?Disallowmaybe cut a few chandra's.

I like it!

BeaudaciousGiebs on Krippling Kaladesh Kombo

3 days ago

Quite a few standard-illegal cards in here, namely Counterspell, Swiftwater Cliffs, and Izzet Guildgate. Remember that Standard only spans from Battle for Zendikar to Hour of Devastation and everything between. Maybe cards like Spirebluff Canal can replace those illegal lands, and for the spell you could try subbing in something like Metallic Rebuke

Dark_Marethyu23 on "Please Lord, May I Play Now?"

4 days ago

Why Highland Lake and not Spirebluff Canal? Is it a price thing? Other than that I love this deck and you have an upvote from me :D

oMass_Assassin on Nicol Bolas Control (HOU) (4-0 FNM)

4 days ago

Hey, in my opinion there looks like a few things that could be adjusted. Wandering Fumarole seems like a must in control decks. It is very powerful to have a creature land. I would also suggest adding in some number of Spirebluff Canal and instead of playing so much black mana and not enough blue mana to get Grasp on turn 2, fix the mana so you only need two colors early, like U/R. Harnessed lightning is much easier to cast in a 3 color deck and hits enough targets for you. If there is a lot of aggro in your meta, Magma Spray can take over for Grasp. Also, Never to Return is sorcery speed and that really hurts. I would try one To the Slaughter, if you need to kill Planeswalkers. Honestly another Hour of Devastation might be better in the sideboard. Good luck and let me know how the Fevered Visions works out! I am going to try it out of the sideboard with The Locust God against other control decks. My deck is also a tad more midrange, with Doomfall and Goblin Dark-Dwellers, but I am interested in Fevered Visions since I am casting as sorcery speed more.

jkolb712 on Wheel or No Wheel with Mizzix and the Locust God

1 week ago

megaPisces13 The cards I took out are these:

Creatures

Gigantoplasm, Broodbirth Viper, Illusory Ambusher, Lone Revenant, Warchief Giant Goblin Electromancer, Charmbreaker Devils, Arjun, the Shifting Flame <-(Might be worth keeping), Etherium-Horn Sorcerer, Melek, Izzet Paragon, Dragon Mage.

Sorcery

Faithless Looting, Stolen Goods, Chain Reaction, Call the Skybreaker

Instant

Echoing Truth, Desperate Ravings, Reins of Power, Steam Augury, Word of Seizing, Aethersnatch, Magmaquake, Act of Aggression, DominateFor artifacts its a toss up, but I got rid of Seal of the Guildpact.

Get rid of all three enchantments.

For lands, limit it down to 36. Get rid of Rogue's Passage, and Temple of the False God.

Replacements*

I'll just put this is as a block text. Dig Through Time, Pieces of the Puzzle, Void Shatter, Swiftfoot Boots (or Lightning Greaves, if you prefer, thought you can go with both), Whispers of the Muse, Mystical Tutor, Part the Waterveil, Scour from Existence, Commit / Memory, Desolate Lighthouse, Cyclonic Rift, Tezzeret's Gambit, Mirrorpool, Disallow, Insidious Will, Shivan Reef, Spirebluff Canal, Metallurgic Summonings, Temple of Epiphany, Reiterate, Past in Flames, Learn from the Past, Meekstone, Epiphany at the Drownyard, Ponder, Merchant Scroll, Blasphemous Act, Mnemonic Nexus, Treasure Cruise, Guttersnipe, The Locust God, Wheel of Fate, Reforge the Soul, Sky Diamond, Expropriate, Insurrection, Caldera Lake, Halimar Depths

If you want some other upgrades to make this deck truly yours, you can go to EDHRec (https://edhrec.com/commanders/mizzix-of-the-izmagnus) to see what else you want to do. My deck is by no means the end all be all of upgrades. Keep it fun and make it work for you. :)

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