Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands.
: Add or to your mana pool.
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Spirebluff Canal Discussion
1 day ago
imo Temur Battle Rage is weak without something like Kiln Fiend, because assuming you average around three lands, that's only four-ish damage. I can see where it could be useful prowess creatures into three burn spells with Mutagenic Growth, but it feels like a dead draw a lot of the time.
2 weeks ago
So I'm playing this deck and I like it. It's been fun so far, but I find Madcap Experiment to be a little unreliable at times. So I've splashed white, put in Refurbish, and removed Fateful Showdown. I may put it back in the sideboard depending on how I feel. Gonna start testing, so I'll let you know how I do.
2 weeks ago
Hey, this is an interesting take on Dinos. I like the addition of blue to combat board wipes.
Consider Vizier of Many Faces? It can copy a Dino such as Alpha, Ripjaw even Tyrant. When it dies as long as it wasn't exiled you can get it back with embalm making a copy of something else. It can also copy a creature from your opponent such as The Scarab God which looks hard to answer here.
I would pick between playing Negate or Pierce and play which ever one you choose as a 4 of. It can be split between main and sideboard what you're currently doing with 2x of both. I suggest this because the main reason you're playing blue is to have this board wipe or removal protection 2x of either is not consistently enough to matter in matchups when you need it.
Looking at the manabase I suggest adding 3x Spirebluff Canal in place of 2x Botanical and Territory. I suggest this because of Huntmaster and Abrade giving you more opportunities to cast either turn two. This change will also give you more red sources, an equal amount of 15x of both green and red sources and one additional blue source.
Consider choosing between playing either Attune or Commune? Each are better as 4 ofs because they give you a turn one play. I don't think you need both. Attune is pretty bad as only a 2 of. Commune is fine as a 2 of although better as 4 because it's good mid and late game where as Attune is not. Commune can find a land or a Dino giving it in my opinion the upper hand. The only thing Attune is doing that Commune can't is helping to power Hub.
Consider more of a sideboard plan vs Control and board wipes? I suggest giving Pirate's Prize a playtest vs control since you're playing blue. Let me explain, two of the ways that Control beats you is with draw card advantage and a board wipe. By adding blue you've included good ways to stop a board wipe, but can also include ways to get more card advantage. Another way Control beats you is 1 for 1 your Dinos with counterspells or removal other than Tyrant since realistically even with Huntmaster or Driver you're only playing one big Dino a turn until the late game. The problem is if you're moving into the late game vs control you've lost.
Prize does two things first it gives you some draw, but it also gives you ramp in the form of a treasure. This treasure can be ramp that doesn't die to a board wipe or creature removal or makes it more possible to play a Dino while also holding up counter magic for the turn because the treasure can make blue mana. Essence Scatter is very good vs this deck and it's a staple for control. Scatter can't counter a Prize.
2 weeks ago
Also, if your not on a budget run the usual lands like Misty Rainforest, Breeding Pool, Botanical Sanctum, Polluted Delta, Scalding Tarn, Flooded Strand, Wooded Foothills, Windswept Heath, Verdant Catacombs , Seachrome Coast, Darkslick Shores, Copperline Gorge, Razorverge Thicket, Spirebluff Canal, Blooming Marsh, Hallowed Fountain, Watery Grave, Stomping Ground, Temple Garden, Steam Vents, and Overgrown Tomb (you don't have to run all of these).
2 weeks ago
Runechanter's Pike is a great idea.
2 weeks ago
Lands: Avoid tapped lands in this type of deck. You don't have all the time in the world to win, and losing a turn because a land came in tapped, is a real feelsbadman. Sulfur Falls and Spirebluff Canal are both quite decent, and of course you could get fetches and shocks, if budget allows.
Spells: Abrade isn't really a modern card. And in a 20-land deck, Electrolyze is expensive, so cut that one back to 3 copies. Then add 3 Thought Scour Also: Why exactly these 5 counterspells? You could have gone with 2 Remand, 2 Spell Pierce, and 1 Mana Leak. I'd consider Magma Jet too expensive, but perhaps in this deck, the scrying is worth it. both Thing in the Ice Flip and Young Pyromancer would be a bit better with Mutagenic Growth.
Creatures: Never been a fan of Delver of Secrets and Thing in the Ice Flip in the same deck. TitI can a bit too easily end up bouncing your delver, and a turn 4 or 5 unflipped delver is really not worth much.
Also, you scry so much, that only very important and early spells need to be a full set. Anything after turn 3 doesn't need to be a 4-of.