Spirebluff Canal

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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Set Rarity
Kaladesh (KLD) Rare

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Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Spirebluff Canal occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Spirebluff Canal Discussion

multimedia on Kalamax, the Bomb Droppin Dinosaur From Hell

2 days ago

Hey, good version of Kalamax.

32 lands is low especially when you're trying to get to nine mana for Chord to combo with Kiki. My advice is add more lands or more two drop mana rocks or both. Arcane Signet and Fellwar Stone are mana rock options, they could replace Docent of Perfection  Flip and Mizzix of the Izmagnus. This can help to reduce the avg. CMC and improve ramp. Docent is not as good, much slower, than Talrand/Murmuring and your not going to gaining very many experience counters from Mizzix since you have mostly low CMC instant/sorceries. Invigorating Surge, Refuse / Cooperate, Rapid Hybridization and Sublime Epiphany are options to cut to add more lands.

With a budget of $600+ could make some upgrades to the manabase. Lands such as Rupture Spire, Gain lands (Rugged Highlands), Scry lands (Temple of Mystery) are for low budget decks and Fast lands (Spirebluff Canal) will more times than not ETB tapped. I'm not a fan of Fast lands in Commander because as one ofs the consistency of having one in your opening hand or drawing one before turn three is too low.

Kalamax being a four drop also makes Fast lands not good if it's your turn four land drop then it makes it more difficult to cast Kalamax. Fast lands, Gain Lands, Scry lands and other lands that ETB tapped don't go well with Bounce lands (Simic Growth Chamber) together in the same manabase since having to bounce a Fast land sets you back even more for mana. Bounce lands also ETB tapped, but they're better at making mana/color fixing and with Seedborn/Reclamation.

Some lands to consider adding:


There's several cards in the sideboard that are better than cards in the main deck. Reverberate and Twincast are more two drop Forks that combo with Kalamax and Ral as the win condition. They're better cards than Invigorating Surge and Refuse / Cooperate. Chandra's Ignition is better than Immolating Gyre especially if you add more Forks to the main deck. Ways to give Kalamax infinite power which makes Ignition a win condition. Dig Through Time is better than Thassa's Intervention since you only have to pay for delve once.

I offer more advice, would you like more advice?

Good luck with your deck.

DemMeowsephs on Parun Storm

1 week ago

Hey there! I might be able to give you some suggestions though whether they are helpful or not I'm not sure. Let's start off with lands.

Basics aren't BAD but there are SO many options that could be better than them, and personally I don't think its worth it to run that many of them when there are those better options. I would consider some of the following! (If you have the budget)

Now usually that's all I help people with, but I can't help but noticing you don't run a Ophidian Eye! It could be a whole other wincon since it goes infinite, and I'd definitely recommend it to all Niv Mizzet players, right along side curisoity and tandem lookout which you already run.

So in the end, I definitely would consider most of the ramp, nearly all the lands, and definitely ophidian. I promise your deck will perform MUCH better with these additions, and though some of them are investments, they are VERY helpful. If this does help you be sure to check out and upvote some of my decks, I would appreciate it! (Double Trouble EDH)! Anyways, I hope this helps, good luck on your deck, and have a great day!

DemMeowsephs on Sultai_Sir

1 week ago

Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.

These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.

dingusdingo on Lands choice

1 month ago

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

TriusMalarky on Force of negation/rage

1 month ago

I would say that Green is a lot too slow for this sort of thing. This is Modern -- your 3 drop should be winning the game. Maybe a slight exaggeration, but you should remember that.

Here's a quick decklist:

Prototype Decklist Show

That list needs some trimming, but it should function. Please note that you CAN NOT use a fetch-shock manabase, at least not a traditional one. You could exile your one copy of Hallowed Fountain with Serum Visions, and then if you need white and all you have is a Scalding Tarn.... you're screwed. You'll probably want a Fastland heavy manabase -- Spirebluff Canal, Seachrome Coast, Inspiring Vantage. Additionally, you might even consider Arcum's Astrolabe, but that's preference.

Sparko on Zada's Pump Factory

1 month ago

Epicurus

Thanks for the comment! I'm running Spirebluff Canal because it's what I have, but Sulfur Falls is honestly a better alternative. I'll change the decklist and work on getting them. Reckless Charge is a good alternative to Sure Strike, so I'll swap that in, too.

Epicurus on Zada's Pump Factory

1 month ago

F'ing brutal. I love it!

I'd suggest Reckless Charge over Sure Strike, unless you've found that First Strike is particularly advantageous.

Also, my personal opinion, check lands are better than fast lands (so, in this case, Sulfur Falls over Spirebluff Canal). A lot of people disagree, so take that with a grain of salt.

Cheers!

DemMeowsephs on Niv-Mizzet, Minigun Mode

2 months ago

Nice deck! I would consider gving your land section an upgrade. Maybe consider cutting some of the tapped ones for some of these!

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