Darkslick Shores

Darkslick Shores

Land

Darkslick Shores enters the battlefield tapped unless you control two or fewer lands.

Tap: Add {{U}} or {{B}} to your mana pool.

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Trade

Have (2) Azdranax , metalmagic
Want (1) Darui

Printings View all

Set Rarity
Zendikar Rising: Expeditions (ZNE) Mythic Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Legality

Format Legality
Limited Legal
1v1 Commander Legal
Block Constructed Legal
Highlander Legal
Modern Legal
Duel Commander Legal
2019-10-04 Legal
Legacy Legal
Leviathan Legal
Vintage Legal
Unformat Legal
Tiny Leaders Legal
Oathbreaker Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Latest Decks as Commander

Darkslick Shores Discussion

Ryan689 on Nightmare (Final Draft)

2 days ago

The rules for Darkslick Shores, state that "If one of these lands is your first, second, or third land, it enters the battlefield untapped"

Balaam__ on Trouble at the Old Mill!

2 days ago

@zAzen7977 Surgical Extraction is a great idea, that’ll make it in the sideboard no questions. I’m worried about Darkslick Shores though. You make a valid point for it’s inclusion, but I just fear that if I don’t draw it within the first two turns then it becomes a slow ETB:Tapped land. If I just add one or two copies, then the odds of it being drawn when it’s still useful diminish, but if I add 4 then chances are I’ll have a dead draw later on. I can’t make up my mind if the benefit outweighs the risk.

Edit: do you think a check land (Drowned Catacomb) would outshine Darkslick Shores, or is that a bad idea?

shadow63 on Nightmare (Final Draft)

2 days ago

I think you can do better than Darkslick Shores the fast lands are only really good in fast decks. It wont hurt you offten with your super low curve but I suggest Watery Grave orDrowned Catacomb

zAzen7977 on Trouble at the Old Mill!

2 days ago

Hey Balaam__, this deck looks very effective! I am no mill expert, but I do have a humble suggestion. You may want to run a couple of Darkslick Shores instead of Watery Grave to help with the early game. Maybe even cut some basics to make it to 4 Shores. It seems like your goal is to max out at 3 lands anyway since you’re running 20 lands, and the Shores don’t hurt as badly when you’re going up against super fast burn or aggro.

Also, for the sideboard, I’d definitely dedicate 4 slots to Surgical Extraction. There are extremely fast graveyard self-mill recursion decks out there (with cards like Vengevine) that love to be milled, so I feel like that is your main threat next to burn.

azja on Yuriko (Optimized) Primer

4 days ago

@Snake57 No problem! I love to talk about Yuriko, so your questions and suggestions are always welcome!

My plan is to cut 1 island, 1 swamp and Darkslick Shores for Sea Gate Restoration, Agadeem's Awakening and Clearwater Pathway.

As for Yawgmoth's Will, I think most Yuriko decks are fast enough that we can't bring out the card's full potential. I find this deck wins sometime around turn 6-7. At that point in the game, I usually have around 6-7 mana to work with, which only leaves 3-4 mana to cast things from my graveyard after casting it. But since you have one, I would definitely say to try it out. Let me know how it goes!

I actually just bought myself a Commandeer! So I'll be trying it out soon, but I haven't decided what to cut for it yet. It seems like exiling 2 cards is quite a steep price, but if it counters an early Pithing Needle or Dictate of Erebos, it's probably worth it.

I think Snuff Out is an amazing card for Yuriko decks. My playgroup is heavily focused around black decks, so I unfortunately can't play it often. But in a blind meta, Snuff Out is my second favourite removal spell after Deadly Rollick.

I also think that Dismember is a great card for Yuriko, I've considered running it for a long time. I just don't think its as effective as Deadly Rollick, Submerge or Curtains' Call, and it doesn't hit as hard as Consign / Oblivion or Commit / Memory. So its mostly an issue of finding a place for it, rather than it not being good enough!

I had Cyclonic Rift in the deck for a long time. I found myself not being able to hit 7 mana consistently, so it ended up being a 2 mana bounce spell too often. Coastal Breach is usually pretty strong, but Evacuation sometimes feels lackluster. I've been thinking of replacing Evacuation with Devastation Tide for a while, seeing how consistently this deck can cast Temporal Mastery for its miracle cost.

Hopefully this was helpful! Feel free to post questions/suggestions for me anytime, friend!

DemMeowsephs on The Real - Kess, Graveshift Mage

6 days ago

Hey there! Maybe consider these lands.

Fast lands are relatively cheap, and still good in the early game. Darkslick Shores, Blackcleave Cliffs, and Spirebluff Canal. I would also recommend adding the rest of the filter lands, (Cascade Bluffs and Sunken Ruins) as well as the other fetch lands (if you have the budget) and pain lands. (Polluted Delta/Scalding Tarn and Sulfurous Springs/Underground River). You also might like some of the following, though some are a bit expensive.

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