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

Grind on Cancel and Crush

2 weeks 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

4 weeks 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

multimedia on Goddess of Etherium (Budget)

1 month ago

Changes made yesterday all have to do with using a less expensive version of Demonic Tutor. The Revised version is actually the one I have and it's nearly $10 less than other versions of the card. All I needed to do was add the [3ED] in the card editor after it. It turns out that a lot of cards are also like this; using other versions are $1-2+ less.

I added back in the blue producing Signets: Azorius Signet using the Dissension[DIS] version and Dimir Signet using the Ravnica[RAV] version. I cut the Talismans for them. I added Ethersworn Canonist, thanks Flagellum for the suggestion. This was between Canonist or Phyrexian Metamorph and I chose Canonist because she has the ability to actually shut down or at least stall some decks, helping me to assemble a combo with Breya.

Magister Sphinx replaces Sphinx of the Steel Wind, thanks Omut for the suggestion. Counterspell replaces Stoic Rebuttal.

Two Island were cut for Underground River and Careful Study. Study gives me more blue draw as well as more ways to put artifacts into the graveyard.

Kinkybobo on Atraxa's Attraction

1 month ago

First off i like what you've got going on, it's incredibly similar to my commander deck Vicious Evolution which you should look at for ideas. However I see some of the same weaknesses in this deck that mine used to have and quite a few others.

The biggest one I think you need to address is your mana base. It's slow, it hurts you, and it's incredibly easy for opponents to exploit. Lands that shock you each time you tap them like Underground River are great for early game plays, but the fact that they ping you for one life every single time you need colored mana from them is a large drawback, especially here in your deck because you have next to nothing to offset life loss outside Sphinx's Revelation and Primeval Bounty which are very later turn options. A few cards do offset this like urborg and chromatic lantern, but those are obvious targets for removal and you cant really rely on getting them early enough, or even at all. Your Planeswalkers large abilities could potentially offset the issue as well but again, they aren't reliable at all and are obvious targets for removal. Further expounding your life gain issue are cards like Tezzeret's Gambit whose alternate cost cant really be taken advantage of, and Phyrexian Arena which hurts you every single turn its on the field. This leads to turns where you could potentially lose 3-5 life just from playing a key creature. Against an opponent whose deck is geared towards life loss/gain you will lose every time. I'd suggest simple shock lands like Overgrown Tomb which have a one time cost that you can choose whether or not to even incur. Your other lands that enter with counters on them like Gemstone Mine and Dreadship Reef are just a bad idea in my opinion that rely waaaay too heavily on your commander and late game cards like Inexorable Tide. I do see what you're doing with double mana lands like Simic Growth Chamber which allow you to bounce those back and replay them, effectively giving you more uses with them if you haven't managed to proliferate counters onto them, but that slows you down so much, half of your artifacts have the same problem, Gemstone Array, Astral Cornucopia, and Pentad Prism... and you have a few mana converter lands in there as well, you're spending ridiculous amounts of time and mana, just to get more mana and theres no reason for it. In this case, simpler is better. Your land base is overly complicated and its entirely unnecessary. I could understand if you had a Door to Nothingness or Progenitus but there's nothing like that here. Get some more basic lands and focus your time on creatures and spells. You shouldn't have to think and worry about your mana.

Stefouch on Breya Engine: Angry Esper Queen

1 month ago

So Revenantmike.. if I was you (having fetchlands and shocklands), I would replace the duals with the checklands (ie: Drowned Catacomb) or the painlands (ie: Underground River). Both are budget options really efficient.

My mana base is :

Another option (I am considering also) is playing 6 ( and ), or even all 10 fetchlands with 6 shocklands (or duals). But free space is missing in my list.

If you have more room, play some guild signets that make blue and something else. (Blue is our most important color. ie: Dimir Signet, Izzet Signet, Azorius Signet.) Note that Filterlands work very well with the signet by producing 3 colors together.

Stefouch on Breya Engine: Angry Esper Queen

1 month ago

So Revenantmike.. if I was you (having fetchlands and shocklands), I would replace the duals with the checklands (ie: Drowned Catacomb) or the painlands (ie: Underground River). Both are budget options really efficient.

My mana base is :

Another option (I am considering also) is playing 7 ( and ), or even all 10 fetchlands with 7 shocklands (or duals). But free space is missing in my list.

If you have more room, play some guild signets that make blue and something else. (Blue is our most important color. ie: Dimir Signet, Izzet Signet, Azorius Signet.) Note that Filterlands work very well with the signet by producing 3 colors together.

multimedia on Goddess of Etherium (Budget)

1 month ago

Here's the first update comment since I increased the budget of this deck. Big changes have been made. I did a lot of restructuring including shifting around the landbase. I added Academy Ruins, Diabolic Intent, Sphinx of the Steel Wind, Steel Hellkite, Talisman of Dominance, Talisman of Indulgence, Forbidden Orchard, Faithless Looting and Anguished Unmaking.

Cards I cut are Azorius Signet, Dimir Signet, Demonic Tutor, Magus of the Wheel, Memnarch, Hangarback Walker, Buried Ruin, Shadowblood Ridge, Drowned Catacomb, Glacial Fortress and Underground River.

I've been trying to find a way to fit in Academy Ruins while still staying on budget since it's such a good card with artifacts and has been mentioned many times in the comments. Replacing Demonic Tutor with Diabolic Intent was the key. This along with cutting five $2-$3 dual lands gave me the added cost I needed for Ruins. This also allowed me to still keep an unconditional tutor which I want to have at least one in the deck as well as Mana Confluence and City of Brass.

I cut Memnarch to account for the extra cost that Arcum Dagsson is making, thankfully he's starting to come down in price. I hate to lose Memnarch, but out of all the expensive cards in this deck he's the most expendable.

Azorius Signet and Dimir Signet were cut for Talismans, thanks Omut for the suggestion. I hate to cut Signets that make blue mana, but together these two are $6 and going up where as both Talismans price is much lower, less than $2.

The addition of Ruins means I wanted to include another card that can put artifacts into the graveyard, Faithless Looting. Magus of the Wheel is very good, but there's not room for him due to his current price. I also added a few more big budget artifact creatures to recur Sphinx of the Steel Wind and Steel Hellkite.

Because I'm cutting so many dual lands to fit Ruins in I wanted to also add another land that can make any color of mana to compensate for this. Forbidden Orchard was reprinted in Commander 2016 which means it's price will continue to drop.

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