Copperline Gorge

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Copperline Gorge

Land

This enters the battlefield tapped unless you control two or fewer other lands.

: Add or .

Icbrgr on Winter Moon

4 months ago

thats kinda where im at with it at this point... its doesnt really lock anyone out of play...Its not even overly amazing against early fast lands like Copperline Gorge until or unless they do not have any basic lands... Big mana decks like Tron and amulet seem like they would still be.... annoyed maybe but still just kill you with there plan.

I guess i only see it REALLY SHINING if you supplement the card with Ghost Quarter and Molten Rain type cards to try to eliminate the opponents basic lands....assuming in Modern the number of basic lands in most strategies is 2-4... maybe thats the play with this card?

Icbrgr on RDW: Enchantment Removal?

1 year ago

Yeah for Pioneer I want to stay Mono-Red as long as Possible...I just love my RDW deck.

I have a pretty decent mana base to eventually go with having full playsets of Stomping Ground/Copperline Gorge to pickup access to Atarka's Command and Destructive Revelry.... but Modern has me Brainwashed into thinking that is the way to go for Boros Charm and Wear / Tear... but my mana base is far less convincing.

itsbuzzi on Naya Burn

1 year ago

Hello! 3 colors isn't so bad. Everything is red but is splashed white and green. Basically if you get a fast land (Copperline Gorge or Inspiring Vantage you have your splash color for the game. Otherwise you need to play a flip land on not red. Sometimes awkward but very much worth it for the amount of damage those splash cards do!

Being an aggro deck I never find I have much mana leftover to be able to activate Roiling Vortex. It's a very good card for sure but with the amount of 1 drop spells I have I am almost always better off casting something to damage them more I found. Although there are times where they may gain more life than my 1 mana spell could deal and that would make it worth it I still do have Atarka's Command for the no life gain effect. It's usually cast to buff creatures and deal damage which in of itself deals a TON of damage making the life they may gain not really worth it.

Usually you can go quicker than the control builds or Atraxa so going 2nd isn't always bad. Once they do gain the life I do admit there isn't much of a way to win after that. Angels is an uphill battle for sure.

Squee isn't much for them not having a blocker but just to have something to stay alive or cast in a later game against removal heavy builds. I tried but I can squeeze Ramunap Ruins in because of 3 colors. I did put in 2 Den of the Bugbear and 1 Sokenzan, Crucible of Defiance. The man land I've used more and is amazing, it's basically a Squee. I've used the channel land much less.

ThassaUpYo@ssa on Expensive dinosaur stampede

1 year ago

Love the list, CrashBreakdown! Have you considered the fast lands (i.e., Copperline Gorge, Razorverge Thicket, and Battlefield Forge)? Also, I personally like the pain lands Karplusan Forest, Brushland, and Battlefield Forge especially since you have multiple ways of gaining life. I would also get proxies of the original dual lands Taiga, Savannah, and Plateau.

Triumph of the Hordes may be worth an add as well given how powerful the Dinosaur tribe is and would give you another wincon.

TheOfficialCreator on Official missing/incorrect card/token thread

1 year ago

Copperline Gorge is marked as illegal in Standard.

wallisface on Forged Execution (Gruul Land-Hate)

3 years ago

I think there will be matchups where Splinter has its place, but i think the majority of the time it won’t be the case - though your meta may vary (i’m from a very competitive background, so the games usually close-to-already- decided by the time someone has the mana to cast this). Having as a sideboard option seems like a better decision, as it means you can bring it in for the games it matters, instead of being stuck with it the games it doesn’t.

I think Smash to Smithereens is a fine card, and good in this deck. I’d only thought of dropping a single copy to make room for the other mentioned spells.

As for the lands, the scry-lands are always better than the lifegain lands. 1 life seldom matters but being able to fix your draw often will. But if you’re looking to invest in a better land i’d suggest Copperline Gorge - it is a little pricier, but it’s much more useful and’ll generally go up in price over time, so’ll be a better use of your money.

As for the original question, imo Rust Scarab is better than Sunder Shaman (though i wouldn’t run more than 2). Your mana base isn’t tuned enough to cater for the stupid requirements of the Shaman.

hungry000 on $15 Dredge

3 years ago

TheBubbaEA Thanks!

In general, I would reference a non-budget Dredge list (from MTGgoldfish or another website like it) when you make upgrades, since those lists contain all the cards you'll want to get in the exact configurations you'll need. However, the Dredge deck in particular requires large investments alongside certain cards (like sets of fetchlands with Life from the Loam) in order to make them work, which can be difficult to figure out on your own.

I'd recommend making smaller upgrades first; the $25 Mardu version I listed above (Dredge ($25)) adds some white tri-lands to the mana base for Thrilling Discovery, Smiting Helix, and sideboard cards. Any other upgrades you'll want to make are going to be really big investments, so it'll be good to have a solid but fairly inexpensive base to play with while you work towards the more expensive stuff.

Now, it's important to consider which particular variant of Dredge you want to build before you start investing: some decks splash white for Thrilling Discovery and Prismatic Ending, some go for the traditional Jund list, others are straight Mardu. As of right now the most successful Dredge decks are cutting white for 1 mana enablers like Merchant of the Vale and Burning Inquiry for more speed (since graveyard hate is very popular atm). I personally like the white splash, but you do you.

Once you've figured that out, the most important upgrades you'll need to make are to the mana base. Competitive Dredge is heavily reliant on land synergies with Bloodghast, Life from the Loam, and by association Conflagrate (which is usually casted from the graveyard for big X values after filling your hand with lands via Loam). Fetchlands are by far the most important cards to have if you want to go this route. Having a nice suite of lands will also help with casting costs, which is always an issue with budget mana bases.

Other than that, the only upgrade you can really make until you have the lands is adding 3 Ox of Agonas for 1 Haunted Dead and 2 Smiting Helix; it's not too expensive to do this, but it also happens to be better with fetchlands, as they help pay for Ox's escape cost.

For lands, you'll want 8 R/X fetches, 4-5 R/X Dual lands, a couple fastlands, 3ish five-color lands, and one or two basics (~19 lands total). My recommendation for a 4c (RBgw) list:

Other Upgrades:

Hope this helps!

coe98 on RG Thrasta Zoo

3 years ago

A list that i'm trying out right now is a bit different. I have 2 Chatterstorm 18 lands (no Copperline Gorge or Bloodstained Mire and 3 forest 1 mountain 2 Prismatic Vista ) plus 1 Dryad Arbor . I'm also trying it out with 4 Arbor Elf and Utopia Sprawl w/o Goblin Guide Memnite or Mishra's Bauble I have 3 Atarka's Command instead. Lmk how this plays out i'm gonna be doing some testing on it later this week

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