Underground River

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Tenth Edition Rare
Ninth Edition Rare
Deckmasters: Garfield vs. Finkel Rare
Seventh Edition Rare
Classic Sixth Edition Rare
Fifth Edition Rare
Ice Age Rare

Combos Browse all

Related Questions

Underground River

Land

: Add to your mana pool.

: Add or to your mana pool. Underground River deals 1 damage to you.

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Underground River Discussion

alexsmith21 on The Stepford Cuckoos

6 days ago

Suggestions

So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.

Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:

DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.

DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.

DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.

DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.

OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.


OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.

DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.

DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.

SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.

DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.

SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way

SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.

DROP: Silence; ADD: Anguished Unmaking. Some of the best modern spot removal in the game. Silence is the lesser of the 3 spells that cancel out a person's spell casting ability.

DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.

DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin

DROP: Memory Lapse; ADD: Counterspell. Strict upgrade.

DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.

DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation

DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.

SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.

SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.


So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.

Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:

Mindleech MassAvarice TotemDomineering WillPreacher (from the dark so obviously you might like it...)Roil ElementalMeasure of Wickedness

Hope this helps!

Monkeylordz on Full-On Win-Cons

1 week ago

Actually, you are right. This deck cannot run Underground River, for example. I looked it up on mtgcommander.net.

rockleemyhero on Sparky41

2 weeks ago

Sweet! Would you mind sending a picture of the card and the condition? And unfortunately i only have 1 path to exile (its the recent promo foil one). Lol its funny cuz i was about to List that crucible of worlds for sale here cuz i dont play modern. Buuut i guess i can trade it if thats what you're after. My wants have changed a bit as well- outside of plateau i like Ethersworn Canonist, 2 Shivan Reef, Underground River, Dictate of Kruphix, Overgrown Tomb, and Eternal Witness.

Tzeentchny on Infamous Insta-mill

2 weeks ago

@Jory476 Hi there! Thanks for your comment. I'm glad you liked it. It's indeed really cheap deck though the prices (especially for Muddle the Mixture) are slowly rising up.

@PBBrodie55 Hello! Choked Estuary can easily be less-budget replacement for Underground River. I'm not sure if it's good enough to replace Temple of Deceit though. Having an option to scry some cards off-top feels like really important addtion to the deck.

Grind on Cancel and Crush

1 month ago

welcome to commander hope you enjoy it! its all about multiplayer! here are some quick suggestions that hopefully don't break the bank and help up your power level.
Unsubstantiate over Unsummon
Crux of Fate is good with a dragon commander.
Lim-Dul's Vault over Diabolic Vision although it doesnt actually draw a card but its an instant...
Dimir Aqueduct, Underground River, and Darkwater Catacombs are good lands.
Phyrexian Reclamation and Mystic Remora are high value enchantments.
Bloodgift Demon and Burnished Hart and Steel Hellkite are good creatures.
Sol Ring and Dimir Signet are good.
Animate Dead, Brainstorm, and Swan Song are great.
final note Resounding Wave is also not allowed in a dimir deck because it has in the card text.

jwe94 on Drowning in Drawing

1 month ago

SphinxOfChimes1080 Maybe you could go with pain lands instead of ABUR duals (Underground River, Shivan Reef, and Sulfurous Springs) as for the fetches they'd still make your deck better overall but they really shine in the 3-9-3 set up (they're a bit janky but maybe use Bad River and Rocky Tar Pit). For Force of Will I'd kind of suggest just picking your favorite counterspell (or if you've really got to have the "free card" Commandeer), and as for the wheels you could do Wheel of Fate instead of Wheel of Fortune and Time Reversal instead of Time Spiral

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