Bad River

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bad River

Land

Bad River enters the battlefield tapped.

, Sacrifice Bad River: Search your library for an Island or Swamp card and put it onto the battlefield, then shuffle your library.

Idoneity on Mark Rosewater Confirms that a …

5 months ago

In terms of the cycles of which they have completed half, I am relatively sure that the last ones are Amonkhet's cycling lands, Battle for Zendikar's buddy lands, and the horizon lands.

I suppose I wouldn't mind seeing the Mirage's slow-fetch cycle finished, but mostly out of curiosity than worth.

DreadKhan on When Will WotC Finish the …

1 year ago

Considering how long it's taking to get the rest of the Slow Fetch cycle (Bad River), I'm not holding my breath, afaik if a cycle is unpopular enough they just don't bother finishing it. Technically people do run those Fetches in budget builds, but the game has actively moved away from cards like that towards faster/better stuff, who cares about a bad fetchland when they're printing Triomes and the actual Fetches? Cards like this will cost you the odd game, and that's a big issue if your pod is fairly optimal.

I actually like the Prairie Stream cycle as well in some decks, so I'd like to see it finished, there aren't many typed enemy duals, and the ones that can enter untapped aren't cheap.

DreadKhan on "Spem Omnem Reliquite Qui Huc Intratis"

1 year ago

Since you're on a budget and have Sun Titan, you might like Bad River and Flood Plain, these can find non-Basics with Basic typing, like Prairie Stream, which can even come in untapped sometimes, if you're desperate for an untapped land you can always dig out a Basic, it's not really worse than Evolving Wilds, and they first came out in the 90s, so they have old school appeal fwiw. There are a bunch of duals that have Basic types in Allies colours (so WU and UB in your deck), Enemy colours are less printed, so the only budget options are Snowfield Sinkhole and Sunlit Marsh, and they enter tapped. When I use these older Fetch lands I like to include some ETB tapped duals because there are situations when you don't mind them, ymmv obviously.

I wonder if you shouldn't use some discard outlets like Putrid Imp, especially ones that you can use on your opponent's turn, this can dig your way through a dungeon extremely quickly I bet since you can trigger on opponent's turns more readily. Another option might be repeatable self-mill, Syr Konrad, the Grim can mill you as needed, and the opponents will be getting shaved for life while you're digging for Venture triggers.

I wonder if you should run more creatures? Sefris only cares about creatures going to the graveyard, 32 creatures isn't really a ton IMHO if your deck suffers a lot if you don't draw enough of them. If you want some decent budget creatures I could suggest some.

Oh, and you probably want a Street Wraith, and should look hard at any creature with Cycling, those would be pretty useful in here. Any looting (draw a card and then discard a card) or rummaging (discard a card and then draw a card) effects are probably very good too as a rule, but any you can use repeatedly or at instant speed allow triggers on opponent's turns.

wallisface on My zombie tribal deck

2 years ago

Dead_Blue_has already provided a great list of killspells. Fatal Push is usually the default go-to, though depending on your budget Infernal Grasp might be the most viable option.

The legacy cards there at the moment are Brainstorm, Ponder, and Bad River. I think for any kind of aggressive creature build those blue drawcards aren’t great anyway (because they’re not applying pressure).

As far as alternate strategies, Zombies usually do well in incorporating sacrifice and/or the graveyard. As an example that’s in the wrong colours and probably over-budget, my zombie list here is a good example of a zombie deck taking full-advantage of sacrifice mechanics, to give itself more options when it can’t win a direct beatdown. Your colours are a bit trickier to work around, but something like Blood Artist might help alongside the Carrion Feeder/Gravecrawler package. Blasting Station could also be useful. Blue-zombies in particular have access to Skaab Ruinator, which is a pretty efficient/chunky body, and possibly something to build your deck around - and going down that route both Mire Triton and Stitcher's Supplier might help get it out faster. Cryptbreaker is another interesting zombie that could be considered, depending on what you’re doing - it does play better in midrange strategies so if your deck ends up being one of attrition then its worth including.

Dead_Blue_ on This zombie tribal deck needs help

2 years ago

Drowned Catacomb or Darkslick Shores over Bad River you really don’t want lands that come into play tapped

Mortlocke on The Queen's Egg

2 years ago

Hey abierto,

Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:

Survival of the Fittest Sliver Alter Show

Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.

Hi Sneuxfox (death by Snu snu?),

Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.

I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:

Budget Aggro Sliver Decklist Show

What're your thoughts on the list, Sneuxfox ?

Jack32226 on Rot and Ruin (Muldrotha EDH)

2 years ago

Thanks for commenting, Lord_of_Cardboard!

This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.

As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.

The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:

Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.

Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.

To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.

Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.

Removal:

Draw / Mill:

Tutors:

Ramp:

Control and other good stuff:

If you have any other questions about budget options, let me know. I'm always happy to help!

enpc on Improving Budget Atraxa

3 years ago

With the release of the new snow dual lands from Kaldheim, you have access to comes-into-play-tapped-always fetchable lands on a budget. Glacial Floodplain and the like.

By combining these with cards like Wood Elves , Nature's Lore , Skyshroud Claim , Farseek , Into the North , as we ll as the set of bad fetches ( Flood Plain , Bad River , etc.) then you have an ok mana base which you can eventaully directly swap shocks into (though you may have to swap in some snow basics or drop Into the North ).

In general though, part of the reason that the deck is a bit slow is that you're lacking ramp. you have 8 pieces that I counted and typically you want double that. Additionally, the higher the overall curve or the more complicated the mana base (and Atraxa isn't an easy one) then the more ramp you want to pack. I know you run a high artifact count however you still have a lot of coloured mana symbols to deal with.

You also don't have a huge amount of draw-card either. Given that the majority of your draw is cantrips (which work much better whne you have lots of them or in conjunction with a bunch of other draw), you may want to look into a few repeatable draw engines.

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