Copperline Gorge

Copperline Gorge


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

Tap: Add {{R}} or {{G}} to your mana pool.

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Copperline Gorge Discussion

coe98 on RG Thrasta Zoo

1 month 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

Forkbeard on Atarka, World Render: Double Dragon

5 months ago

Going to try the following additions + cuts:

  • In: Thought Vessel ; Out: Skyshroud Claim - SC is decent ramp, but this swap makes sense due to minimal forest targets + a general effort to reduce the average CMC. The no max hand size redundancy is just gravy.
  • In: Bonders' Enclave + Castle Garenbrig ; Out: Copperline Gorge + Detection Tower - The probability of Copperline being an ETB tapped land is too great & I've still got Arcane Lighthouse in here if need be. Making room for these 2 superior utility lands feels like a good trade.
  • In: Bala Ged Recovery ; Out: Forest - A bit controversial as this takes my land count down to 35, but I've got a woeful lack of recursion in here and I suspect this will come in handy more often than not. Worst case, I have to use it as an ETB tapped Forest. Best case, a mega threat gets a 2nd shot at life.
  • In: Glorybringer ; Out: Kiki-Jiki, Mirror Breaker - A tough cut to make as good 'ol KJ has been in here since day 1, but as pointed out, he's a big target and not pivotal the game plan. Glorybringer joins the dragon crew and the additional removal option is a welcomed bonus.
  • In: Harmonize + Rishkar's Expertise ; Out: Feldon of the Third Path + Surge of Strength - A few have pointed out the lack of card draw in here and it's a compeltely valid point. These 2 additional options should add value, even if they are a little on the casting cost steep side. Feldon was a cute idea as a recursion engine, but he's also fragile, conditional and Bala Ged Recovery is going to be preferable in most cases anyway. Surge is a sneaky combat trick, but the discard downside was sometimes annoying.

  • Those are my trades for now. I'll need to give it a few plays to see how it feels, but I'm hopeful these card swap choices are fun ones and help to smooth things out a little.

    HalbrechtHalbrecht on Werewolves Not Swearwolves

    8 months ago

    I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?

    Otherwise, just a couple general comments: I feel like Lambholt Elder  Flip and Mondronen Shaman  Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw  Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang  Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.

    If you were to cut any of those (potentially up to 9), here's some possible additions:

    • As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.

    • For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.

    • Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.

    • Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.

    • And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.

    Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.

    Hope some of this helps! +1 from me.

    Balaam__ on

    11 months ago

    Fair enough, but then I’d definitely swap out Copperline Gorge for Rootbound Crag. With only 1 copy, you won’t be drawing the gorge in your opening hand very often, so being able to play a dual that is unlikely to enter tapped is the better option. With 11 potential forests in this build, odds are good the crag won’t be entering tapped whereas the gorge almost certainly will.

    DemMeowsephs on Prossh Food Chain

    11 months ago

    G'day mate! I might have some suggestions that could help you out, so let's start off looking at your mana base. You run a LOTTTT of lands that come in tapped. In my opinion- you should ditch them all. So what could you add-in? Some of these are kind of pricy, but as you build this deck more definitely consider some of these land options.

    There are also some VERY good ramp options in your colors! Ramp is very important, and I would consider all of these

    Now I know that's a lot, and a lot in money, but I promise you its a big step in helping your deck perform a lot better. Once you have a good mana base, things will come a lot easier. If you ever need to find cards to put in Proshh, I recommend checking out EDHREC, which gives you many helpful suggestions for every commander. (Click here to go to your commander on edhrec. If this helps, be sure to check out and like some of my decks, (Double Trouble EDH, A Deal With the Devil EDH, and many more! Anyways though, good luck on your deck, hope this helps, and have a great day!!! Happy tapping!

    Ammonzy on

    11 months ago


    Btw I want to give you credit on my changes of putting in x2 Copperline Gorge over that Blooming Marsh & Cavern of Souls I had. The deck is a lot more consistent at dropping Rhythm of the Wild and RotW minimizes the lack of Cavern of Souls in the first place.

    Ammonzy on

    11 months ago


    Shocklands & fetches cost life & you dont want to be wasting life just cause you're running an unnecessary amount of shocks. Paying 2 or 3 life to get mana access adds up in most games very quickly unless you're versus a combo deck that aims to blow you out of the water in 1 huge turn. Once you have your 1 Stomping Ground or Copperline Gorge, every red source you get afterwards is pointless.

    If the deck was more invested in , I would understand your point. However only 3 cards in the deck require 1 and Cindervines from the sideboard. There are 4 copies of Shaman of the Pack where as Rhythm of the Wild is 3, hence why gets more dedication. Obviously you mulligan if you see you have like, 2 copies of Rhythm of the Wild and a Forest.

    Rhythm of the Wild is not the cornerstone of the deck but gives it the opportunity to explode where and elf decks cant.

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