Bad River

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Related Questions

Bad River

Land

Bad River enters the battlefield tapped.

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

Bad River Discussion

SideBae on Corrupt Aristocracy (Ertai)

2 weeks ago

Hey man! I always like Esper. Here're some suggestions; feel free to ignore any or all of them:

  1. In your description, you say you need help with win conditions. I think it's important to keep in mind, if you don't already, that too many win conditions will actually hinder your deck. This is because with more discrete combos, you raise the number of 'dead' draws in your deck; drawing half of two combos that don't go together makes Jac a sad boi. So while I do agree you could use more win conditions, I think only adding another one or (maybe) to is probably the best route.

  2. In the spirit of (1), you may find that having a powerful reanimation package can be one of the secondary win cons you're looking for. Tidespout Tyrant used to be one of the top reanimation targets in legacy (maybe it still is -- I don't understand that format anymore), and running him will let you draw Animate Dead sans Leonin Relic-Warder and still have a good shot at winning.

  3. To that end, you should run Entomb and Buried Alive . Tutoring to the 'yard not only puts your Leonin Relic-Warder right where you want him, but also your Sheoldred, Whispering One /any other reanimation targets you may want. There're some other reanimation spells to consider, some that work with Leonin Relic-Warder and some that don't. Consider: Reanimate , Exhume (if you wanna get spicy), Dance of the Dead and/or Unburial Rites . Unburial Rites is one of my favorite cards, especially since you can tutor it with Entomb .

  4. I think Path to Exile is strictly worse, in EDH, than Swords to Plowshares . Ramping an opponent in a format where everyone is doing busted stuff is dangerous, but giving them six or more life points may be irrelevant, especially since this seems to be a combo deck.

  5. Your Brainstorm is good, but it'd be better with more shuffle effects in your deck. While Prismatic Vista and the other generic fetches (see Marsh Flats , etc.) can be very expensive, slow fetches like Flood Plain and/or Bad River are fine alternatives.

  6. In addition to your Brainstorm , I cannot recommend Ponder and it's lil' brother Preordain highly enough. These two may not look like much, but being able to dig to what you need and past what you don't for one mana is a pretty great feeling. I run them in all my blue decks, and (with very limited exceptions) always like drawing them.

  7. You've got some pretty good rocks, but there're ways to improve your ramp base. I've been very impressed with the talismans ( Talisman of Dominance , Talisman of Hierarchy and Talisman of Progress ) as slightly-better signets, and it's important not to discount Thought Vessel , Everflowing Chalice or Mind Stone .

  8. You have some very powerful artifacts: Bolas's Citadel , Thornbite Staff , and Lifeline all seem like game-changers in this deck. Consider running Whir of Invention to get them out when you have the mana. Reshape or, if you're rich, Transmute Artifact are also good. Non-to-battlefield tutors, like Demonic Tutor , Enlightened Tutor or Vampiric Tutor are good, but expensive; like with fetch lands, there're other, more accessible options. Consider Diabolic Tutor , Lim-Dul's Vault , Beseech the Queen and/or Dark Petition , which are all fine tutors in themselves.

  9. If you don't have fundamental issues with counter-magic, you should run some -- it'll protect you and your combo. Gold-standard counters ( Force of Will and Mana Drain ) are expensive AF, but you can consider other perfectly powerful options as well. Counterspell is good, and I've been very impressed with Spell Snare (which counters an overload-ed Cyclonic Rift REALLY nicely). If you've got Ad Nauseam players like me in your play ground, Dispel can be a worthy inclusion; Dovin's Veto is another combo-breaker for high-power tables.

  10. You may wish to have access to some more card-draw. Some cards to consider: Dig Through Time , Treasure Cruise , Fact or Fiction , Painful Truths , Phyrexian Arena , etc.

  11. To return to (1-3), you may want Aetherflux Reservoir as another win condition since it combos so nicely with Bolas's Citadel . If you can get a Sensei's Divining Top in the mix, things get nutty pretty quick.

Right. That's all I got. Good luck!

dingusdingo on Blood Moon in Four-Color Mana ...

3 weeks ago

You've correctly identified some methods already used (signets, dorks) which are extremely common in decks. This is because they 1) ramp 2) color fix 3) spread mana across permanent types to avoid getting wiped. You should DEFINITELY run the signets/talismans and available dorks, they are so incredibly efficient at what they do and at very low real dollar cost, and are diversified to avoid getting totally wiped. I know you want more lands but also consider Armageddon only costs $4 and has already had so many printings and you will see it in competitive decks and other low-tuner competitive decks. If you run Blood Moon on a budget, absolutely run the talismans and signets I can't stress that enough.

However, being a budget boy who wants to go fast myself, I've stumbled across similar questions before, so I'm more than willing to share what I've gleaned. You pretty much want cards that WILL come down turn 1 or 2, cards that give free stuff for cheap $$$, or or pump up those basic land #'s. You may also notice that in typical Blood Pod lists, there aren't that many red cards or red mana sources, and that many of my recommendations are green. You're going to want to weight your colors so red is a smaller part and to run very few red lands because all your nonbasics become Mountains, so run your nonbasics to include a red splash and then run more forests.

Sakura-Tribe Elder

It is a Rampant Growth on legs that can block-then-sac on annoying early creatures like Tymna the Weaver . Brings you to a basic so works with BM, it can swing to get Tymna triggers. It spiked a while ago but its still decently cheap to buy.

Rampant Growth Farseek Nature's Lore

Nature's Lore is the best of these three, as the forest enters untapped and it can grab shocklands with a Forest type if you dont have BM out. Growth gives the most utility by giving you any basic land for BM. Farseek gives any but a forest, but you have to make a green to cast it so you've got at least one green somehow. These are extremely playable fixer/ramp cards on a budget and are really going to help you with a budget Blood Moon land base. I recommend these over the 3 CMC counterparts Cultivate Kodama's Reach because they come out a turn faster so far lower chance you're going to get staxed out. They curve extremely well into having 4 mana on turn 3 (Tana on turn 3?), as opposed to using all your turn 3 mana for a big turn 4. They also raise the amount of keepable hands you will have, as 2 mana + growth gets you to Tymna, while 2 mana + Cultivate is a mulligan more times. They're even enjoyable to see sometimes late game after MLD.

Arcum's Astrolabe

Insane color fixing and it cantrips, the only problem is you have to run snow-basics instead. If you happen to have enough snow basics laying around, this is a very solid bet for color fixing.

Chromatic Sphere Chromatic Star

One of these is much cheaper to purchase, so I highly recommend that one. Fixes and cantrips, you really don't mind drawing them late at all.

Springleaf Drum

Color fixer and ramper, works real well with BM. Just add creatures.

Fetchlands

If you have them, they will deck thin + get you to the correct basic land. I know fetchlands are expensive, so also consider that there is a lesser known cycle of mirage ETB tapped fetchlands, while definitely worse, are much cheaper. Sleeper cards tagged for your convenience Flood Plain Bad River Rocky Tar Pit Mountain Valley Grasslands . Also DEFINITELY run Evolving Wilds and Terramorphic Expanse if you don't already. More sleeper fetches that might interest you Krosan Verge Thawing Glaciers

Simian Spirit Guide Elvish Spirit Guide

Nice replacements for Mox Opal and Mox Diamond . They let you hit signets/talismans/growths/big dorks on turn 1. They help you escape from underneath Trinisphere or Sphere of Resistance . They are slot intensive, but with Tymna in command zone to guarantee draws I would also highly recommend these. These will be invaluable in helping you get a stronger start than more expensive opposing stax decks. They're a small hit to the wallet but once again, fraction of the price of Opal/Diamond.

Wild Growth Utopia Sprawl

I didn't see these listed in the OP or in comments, so I definitely wanted to bring them up. Work extremely well to accelerate and color fix, they also work with Blood Moon . They're enchantments so it gives extra diversity from creatures/artifacts against wipes. Works extremely well with Arbor Elf and Voyaging Satyr

Landcycling

Tutors basic land of your choice to your hand. There are a couple downsides though 1) Doesn't ramp you at all 2) Most cards with landcycling aren't very good for the actual spell. Landcycling does have a few big perks though 1) its an activated ability, which makes it MUCH harder to interact with and mostly immune to stax effects 2) minor bonus utility of actually playing the card 3) it will become a land eventually so it dodges more hate than other permanent types. This would be effective if you had other strong stax decks in your meta, or a crazy amount of counterspells, but otherwise I'd try one of the other ones I listed first.

Metia on Deck does not contain a lapdance *ding* Sliver EDH

4 weeks ago

Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:

Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:

  • Polluted Delta
  • Flooded Strand
  • Wooded Foothills
  • Bloodstained Mire
  • Arid Mesa
  • Marsh Flats
  • Scalding Tarn
  • Misty Rainforest
  • Verdant Catacombs


  • Options:

    There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.

    Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:


    Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
  • Kindred Dominance -> Woodland Cemetery
  • Coat of Arms -> The Immortal Sun
  • Intruder Alarm -> Dreamstone Hedron
  • Armageddon -> Hour of Promise
  • Fellwar Stone -> Mutavault
  • Arcane Sanctum -> Sulfur Falls
  • Crumbling Necropolis -> Clifftop Retreat
  • Savage Lands -> Isolated Chapel
  • Seaside Citadel -> Hinterland Harbor
  • Frontier Bivouac -> Rootbound Crag
  • Mystic Monastery -> Sunpetal Grove
  • Nomad Outpost -> Drowned Catacomb
  • Opulent Palace -> Glacial Fortress
  • Sandsteppe Citadel -> Dragonskull Summit
  • Exotic Orchard -> Reflecting Pool
  • Door of Destinies -> Vanquisher's Banner
  • Aphetto Dredging -> Icon of Ancestry
  • Amoeboid Changeling -> Unsettled Mariner



  • Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.

    SideBae on The Scarab God

    1 month ago

    So for starters, I think you should definitely include Ponder and Preordain . These two one-mana cantrips don't look like much, but they'll let you run thirty-three lands rather easily and smooth out your draws. There's a reason they're super-banned in Modern, and it's not 'cause no one likes them.

    Brainstorm is similar to the aforementioned, but you need shuffle effects to make it good -- getting stuck with two dead cards on top of your deck blows chunks. I think you need at least three fetches to justify running brainstorm, and probably want six plus, really. If the Zendikar/Onslaught fetches ( Polluted Delta , Verdant Catacombs , etc.) are inaccessible (they often are), there're other fetch options. Prismatic Vista is good, but that one can be expensive too... Evolving Wilds , Bad River , Rocky Tar Pit , Flood Plain , Terramorphic Expanse and Ash Barrens are all valid and much more affordable.

    Concerning your counter-board, there's room for (a little) improvement without breaking the bank. Disallow , for instance, is a strictly better Cancel . I don't think Thought Collapse is very good... three mana is a lot of pay for a counterspell is a lot, and milling an opponent is frequently good for them in EDH. I think you may be better off using that slot for something like Fact or Fiction (which builds card-advantage) or a low-cost counter like Spell Snare , Spell Pierce or Dispel .

    The best way to improve this deck, I think, is to work on the mana-rocks. The best ones outside Sol Ring ( Mana Crypt , Mana Vault , Mox Diamond , etc.) are unfortunately very expensive; however, there're a lot of two-mana mana rocks that are very affordable, and you may already have lying around. In my experience, two-mana rocks are a lot better than three mana rocks. Consider some or all of the following: Talisman of Dominance , Dimir Signet , Fellwar Stone , Arcane Signet (I think/hope the price will drop soon), Mind Stone , Prismatic Lens , Everflowing Chalice ... These'll let you keep up with green decks, or at least have a chance of doing so.

    I see you're running Gravecrawler . I feel semi-obliged to point out that Skullclamp is stupidly good with Gravecrawler . Note that if you have a lord like Diregraf Captain out, it becomes slightly less fun; however, with your Carrion Feeder , you can keep it coming.

    I think most UB decks benefit from running Ashiok, Dream Render and Narset, Parter of Veils . Their hatebear-like static abilities are super relevant in EDH, and if you pair Narset, Parter of Veils with your Windfall , you're halfway to playing Leovold, Emissary of Trest (who, thank whatever G-d may be, is banned).

    Obviously, I don't know exactly how this deck will play -- I've never played this list. However, I suspect you end up with a lot of guys on the field. If that's the case, consider Slate of Ancestry as a draw engine with discard as a perk.

    If you run a reanimation package, you can get cards like your Grave Titan down REAL fast. Consider Entomb in addition to your Buried Alive , and two or three cards like Animate Dead , Reanimate , Necromancy , Dance of the Dead , etc. Depending how spicy you want to get, Dreams of the Dead is in your colors... I think it's probably pretty bad, but I figured I'd mention it.

    Patriarch's Bidding is around $20 nowadays, but it'll help you recover from a boardwipe real fast. I suggest running it in most black tribal decks, unless your meta is more than 40% to 50% tribal.

    Command Tower seems like a good land to run. However, if you want to cut the colorless lands like Emergence Zone for basic Swamp s and Island s, you can run Back to Basics to pretty good effect.

    Winds of Rebuke is a good bounce effect that also mills you... It'll build card advantage via your graveyard, so you should at least test it.

    Right. That's all I got for now. Good luck!

    SideBae on BragoSTAX

    1 month ago

    Hey man! I got a few suggestions:

    1. Vintage Xerox-style cards are very powerful in EDH. Ponder and Preordain belong in pretty much any blue deck, and Brainstorm is good if you put in three or four more fetch lands to prevent yourself from getting Brainstorm -locked. Between them, these three will make sure you get to what you need and past what you don't; they may not look good, but they're busted. Some fetches (outside the Zendikar/Onslaught cycles) to consider: Grasslands , Flood Plain , Bad River (which will all grab your Hallowed Fountain and Prairie Stream ), Evolving Wilds , Prismatic Vista , etc.

    2. Swords to Plowshares is the best spot-removal in the game... I suggest running it, even though I'm generally against one-for-ones in EDH as usually they're simply not efficient enough; however, Swords to Plowshares is one mana, does not ramp your opponent like Path to Exile , and a single one-for-one is alright.

    3. Narset, Parter of Veils is an EXCELLENT card I see you're running. Consider universal mass-draw to accompany her: Timetwister is the best, but as it costs the same as a used car, Windfall is a much more common option.

    4. You've got a good amount of artifact ramp, but there're some other rocks you should consider. Talisman of Progress is a really good two-mana mana-rock you should consider, and Voltaic Key / Manifold Key pair well with your Mana Vault and Basalt Monolith . Even if your general is flickering the vault so it enters untaps, the keys will make two additional mana.

    5. Whir of Invention is an artifact-tutor to consider. If you have access, Transmute Artifact and Reshape are also great. These will get whatever Stax piece you need, or, more likely, find your Isochron Scepter if you have Dramatic Reversal in hand.

    6. Silence is a good form of combo-protection. On the turn you want to go off, it can be difficult to ensure that you're not facing any counter magic. Silence is a must-counter that you can use to blank an opponent's turn if necessary.

    7. There are some other flicker-able cards in your colors you should consider. Watcher for Tomorrow is a good way to Impulse every time you trigger your general. Rishadan Cutpurse is similar to your Rishadan Footpad , though being less mana to cast is significant; since Rishadan Footpad is four mana, it'll be competing with your general to be cast. I'm not sure if it's quite good enough for a final list, but I've seen Ichor Wellspring in a lot of Brago lists. If you choose to run snow-covered basics, Arcum's Astrolabe seems straight better than the wellspring. Finally, Snapcaster Mage can be BUSTED if you have the funds to get ahold of it.

    8. I see you have the Archaeomancer + Temporal Manipulation loop. Have you considered Savor the Moment instead of Temporal Manipulation ? If you flicker your general and three mana in rocks, you can pull off the loop with less mana (your general untaps the mana and himself).

    9. Depending on your meta, Devout Lightcaster seems like a pretty busted flicker target. Similarly, consider Chill , Sphere of Law and Tidal Control .

    Good luck! Hope this helps.

    SideBae on Thicc Ol' Nicol

    1 month ago

    Hey man! I always liked the idea of Nicol Bolas, the Ravager  Flip in EDH. I have some suggestions.

    1. Blue Sun's Zenith is an interesting infinite mana outlet, but it is only going to kill one opponent at a time (assuming you have no way to tutor it back out of your deck). I think Exsanguinate is better, if only because it is a 'kill everyone' type of deal.

    2. Vintage Xerox cards, like your Brainstorm , are a good way to filter through cards you don't want to get to those you do; cantrips like these seem underwhelming, but are banned in Modern and (some) are restricted in Vintage for a reason. I suggest adding Ponder and Preordain to the mix, as they can provide a lot of card selection and make marginal opening sevens much better.

    3. Your lands have, like DemMeowsephs indicates, a lot of room for improvement. If you want your Brainstorm to be the best it can be, land-generated shuffle effects are the way to go. While the Onslaught/Zendikar fetches are the gold-standard here (like Polluted Delta or Scalding Tarn ), they are also roughly to price of gold; slightly more affordable options include Terramorphic Expanse , Evolving Wilds , Prismatic Vista , Bad River , Rocky Tar Pit ... Shock lands ( Steam Vents , Watery Grave and Blood Crypt , for this deck) are a good option, especially since they can be fetched with Bad River or Rocky Tar Pit . Chromatic lands, like City of Brass , Mana Confluence or even a well-timed Reflecting Pool are also great ETB-untapped sources of mana. Finally, I think you're running too many lands; generally, if you aren't a lands-matter oriented deck, you want to run around thirty-three at most. I suggest replacing four or five lands with mana-rocks, which will speed up your deck a lot.

    4. Speaking of rocks, I'm glad to see you're already running the signets in addition to Sol Ring . In non-green color identities it's tough to ramp, and their inclusion shows you already recognize how powerful artifact ramp is. I suggest Talisman of Creativity , Talisman of Indulgence and Talisman of Dominance in addition to the signets. Two-mana ramp is significantly better than three-mana ramp, since by turn three you want to be doing things more relevant to the board; this becomes easier if you ramped on two, thus having four mana turn three. To that end, I suggest replacing some of your three-mana ramp with two mana ramp. Options include Prismatic Lens , Thought Vessel , Everflowing Chalice , Coldsteel Heart , Fire Diamond / Charcoal Diamond / Sky Diamond (I like these the least), and the soon-to-release Arcane Signet (hopefully its price will drop once the Throne of Eldraine releases).

    5. Mass card-draw is at a premium in EDH, where doing busted things requires that you have a critical mass of busted cards. If you have the money, Wheel of Fortune is a second, better Windfall to pair with your Narset, Parter of Veils . As it has a similar but more powerful effect in conjunction with the Windfall effects, I suggest you bring in Notion Thief from your sideboard. I've always had a soft spot for cards like your Syphon Mind , as draw-threes are also great; consider Painful Truths . That's a card I've been very impressed with in my Tasigur, the Golden Fang list, and I think it'll be good in any three-color black deck. Mystic Remora is a great card that can be an easy Ancestral Recall if you drop it at the right time, especially in less experienced/less cutthroat metas.

    6. In Magic, it is perhaps as important to stop your opponents from doing things as it is to do things yourself. If you choose not to run Notion Thief (or even if you do), Night of Souls' Betrayal is a brutal card to consider. Ashiok, Dream Render tends to be a pain for most decks (as the vast majority of decks try to tutor, at least in some way), and a REAL pain for graveyard decks.

    7. Grixis, especially with Nicol Bolas-y decks, has access to a whole suite of discard magic not available to other commander identities. It takes a lot of crafting, but building a deck with Waste Not in mind can be really nice. Mass-discard, similar to your Syphon Mind and general's ETB trigger, keeps pressure on your opponents' hands and will help prevent them from killing you. Consider Raven's Crime , which turns late game land-blanks into repeatable one-for-ones, and Words of Waste , which can make your general's +2 all the more brutal.

    Right. That's all I got. Good luck!

    SideBae on Sharuum and the Artifacts

    1 month ago

    Hey! I always thought Shrauum was a cool commander, and I love that you're running Zur's Weirding (it's one of my favorite cards). Here're some suggestions -- feel free to ignore any/all of them:

    1. Xerox cards are your friend. Ponder and Preordain belong in pretty much any blue deck, as they can dig you to what you need and past what you don't. Being one mana means they make marginal opening sevens into acceptable hands. Similarly, Brainstorm is fully capable of being very good, though it requires more of a build-around. In order for it to be good, you need some cards to assure that you don't get Brainstorm -locked; that is, stuck with two cards you don't want on top of your library after resolving Brainstorm . The easiest way to deal with this is to simply crack a fetchland after resolution, as the shuffle-effect unlocks you. While the Onslaught and Zendikar fetches are the best for this, Evolving Wilds , Terramorphic Expanse , Prismatic Vista or even just Flood Plain or Bad River are good, too.

    2. Currently, Narset, Parter of Veils is one of the most busted cards in EDH. Preventing decks from drawing extra cards essentially means she is a 'must answer' before anything else can happen, and if you pair her with your Windfall you can win the card-advantage war in one fell swoop; this interaction is also favorable with your Dark Deal .

    3. Speaking of card-advantage, you are in the best colors for it. Fact or Fiction is a very good card, especially since you put the pile you don't choose into your graveyard. Since your general reanimates artifacts, this means the card is straight card-advantage. Treasure Cruise and Painful Truths are two draw-threes I've been very impressed with, mainly due to their frequently low casting cost. Dig Through Time is one that is good too, though I don't advise running it and Treasure Cruise at the same time, as delve can get in its own way. I think Treasure Cruise is better if you want to keep your combos secondary, and Dig Through Time , which provides more card selection and less card advantage, is good if you want your combos to take the front seat.

    4. As you mention in your description, your landbase can use some work. This, I think, is actually not as big a deal as one might think though, since you have a lot of very good two-mana mana-rocks that produce your colors. Still, if you're looking to improve the deck, this is an area with potential. If you end up running fetch lands, be they Onslaught, Zendikar or Slow (see (1)'s Flood Plain ), you should at least run the on-color shock lands. Godless Shrine , Hallowed Fountain and Watery Grave can all enter untapped, and being able to grab them with a fetch land means their odds of coming out in a game go up drastically. You may want to run them even sans fetches. Mana Confluence and City of Brass are good, as they are tri-lands that ETB untapped. The check lands (that is, Drowned Catacomb , Glacial Fortress and Isolated Chapel ) are only a few dollars now and offer consistent improvement. The pain lands ( Underground River , Adarkar Wastes and Caves of Koilos ) should also be considered.

    5. One card that I think you should test with is Bitter Ordeal . This IS a combo card, but I think it is likely better than most of the other ways to profit off infinite death/ETB triggers associated with your general + copying artifact combo. There are several reasons I say this. One, it is a sorcery. This means that, if you choose to run Mystical Tutor (which I suggest you do), it can find the payoff half of your combo; right now, this would only be true if you run Enlightened Tutor (I also advise this). Running an artifact/enchantment payoff to grab with Enlightened Tutor and another sorcery-based payoff to grab with Mystical Tutor means that you can tutor for a win-condition card off either of the tutors. Second, there are fewer answers to a sorcery than a permanent. Winning with Disciple of the Vault or Altar of the Brood requires that they stay on the field throughout the resolution of the combo; a well timed Abrupt Decay , Isolate or Swords to Plowshares / Nature's Claim means lights out. While Bitter Ordeal can be countered, so can the permanents; running Bitter Ordeal just means you narrow the number of possible answers your opponents can have. Third and finally, Bitter Ordeal is really only stopped by a Leyline of Sanctity effect. It is worth noting that there are ways that opponents can prevent being milled out by Altar of the Brood (like running Kozilek, Butcher of Truth and even benefit from it ( Tasigur, the Golden Fang or Whisper, Blood Liturgist come to mind), and ways that they can avoid dying to infinite drain ( Lich , Platinum Emperion and Platinum Angel come to mind). Again, Bitter Ordeal just limits the number of answers opponents can have.

    Alright. That's all I got. Good luck!

    SideBae on Izzet League

    2 months ago

    Speaking as something of an EDH sadist, you should run Curiosity . Enchanting Niv-Mizzet, Parun and then drawing a card creates a loop, provided you continue targeting opponents with the ping. Unfortunately, in EDH you're usually going to have to deal 120 damage to win, and this loop only works so long as you have cards in your library. So in all likelihood, you'll only kill one and a half opponents. You can end the loop by targeting a creature (including your general, if he's the only one on the field), in order to not deck yourself.

    One solution to this is to add Timetwister effects. The card itself is in excess of $2,000 these days, so, if you have that kind of money, just buy a small boat. Consider Day's Undoing , Diminishing Returns , Clear the Mind or Time Spiral in addition to your Echo of Eons ... If you cast these after drawing your deck with the Curiosity loop, you can continue shooting people.

    Completely shifting gears, I love that you're running Ponder and Brainstorm . Xerox cantrips like these dig you to what you need and past what you don't. Preordain is similarly busted, and Brainstorm goes from good to great with shuffle effects like your Evolving Wilds or Terramorphic Expanse . The Zendikar/Onslaught fetches, like Scalding Tarn or Flooded Strand , are the gold standard here, though they do tend to be very expensive. Slow fetches, like Bad River or Mountain Valley , are similar, cheaper, and still powerful. Faithless Looting is a great card in EDH, as it is in many ways a red Preordain . If you want to go the combo-route, Gitaxian Probe is great for checking for enemy counter-magic.

    Gamble is only about $5 these days, and definitely worth including in addition to your Mystical Tutor .

    Narset, Parter of Veils is a powerhouse in EDH. I highly suggest including her. If you couple her with the Windfall CrimsonChaos suggested, she can produce a LOT of card advantage.

    Dig Through Time is similar to the above suggested Treasure Cruise . I suggest running one or the other, but not both; delve tends to get in its own way, if there're too many delve cards in the deck. Since Dig Through Time sees more cards, if you want to use the Curiosity loop, I think it's better; if you have ethical qualms about infinite loops in EDH, Treasure Cruise is better in that it provides more card-advantage.

    A similar source of card-advantage is Mystic Remora . Landing this one turn one can slow down your opponents if you have a slower hand, and in more inexperienced metas it can easily be an Ancestral Recall or two. It's similar effect to your Rhystic Study with a higher cost on the trigger means you can get some real value fast.

    Your artifact-ramp can use some work. Chrome Mox is great if you draw your deck and need to cast a Timetwister effect, though it is $40-ish. Talisman of Creativity is extremely powerful, as is Prismatic Lens , Fellwar Stone , the soon-to-release Arcane Signet , Thought Vessel and Coldsteel Heart . In general, two-mana ramp is a lot better than three-mana ramp in EDH, as once you hit three mana you should be trying to do more powerful things. Mana Vault is good for casting Thousand-Year Storm early.

    One card I think would be fun to try is Goblin Welder . He lets you reanimate your Inkwell Leviathan for cheap, if you discard it early in the game. Wurmcoil Engine is a great card to sac-recur, as its splitting in two means you end up, over time, netting more and more artifacts to the field. However, this synergy is very slow if you can't untap your Goblin Welder . One thing to consider that is often forgotten with Goblin Welder is that you can use it to target your opponents' stuff. If you're facing down a Blightsteel Colossus and it's controller has an artifact in the 'yard, you can make your opponent sac the Blightsteel and return the (presumably less powerful) artifact.

    Depending on your meta, you may want to consider Pyroclasm , Anger of the Gods , Kozilek's Return , etc. These are cheaper than your Mizzium Mortars , and if you're careful you can avoid killing your own dudes.

    Presumably, after the first game or two your opponents will start trying to kill your general on sight. Increased cheap interaction will protect him and maintain any advantage you have; Swan Song , Turn Aside , Dispel , Spell Snare , Spell Pierce or even Mental Misstep (in some metas) are all worth considering.

    Right. That's all I got. Good luck!

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    Bad River occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.01%