Deserted Beach

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Legality

Format Legality
1v1 Commander 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
Freeform 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
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deserted Beach

Land

This enters tapped unless you control two or more other lands.

: Add or .

theNeroTurtle on test

3 weeks ago

hello

theNeroTurtle on Bruna, Light of Alabaster

1 month ago

Great looking deck. 1+

I would recommend dropping all of your tapped lands. I think you can find some better stuff that is still budget.

Prairie Stream

Adarkar Wastes

Seachrome Coast

Deserted Beach

Mystic Gate

theNeroTurtle on Tidus, Artifact Star

5 months ago

I feel like you could make more effective land choices. Lands that enter tapped with an additional downside like Karoo or Rupture Spire could be replicable. At least I think so.

Here are a few suggestions. Duals that don’t enter tapped.

Skycloud Expanse – under a buck.

Sea of Clouds – a little over $10.

Nimbus Maze - $5.

Mystic Gate - $5.

Adarkar Wastes – Less than a buck. Shocks suck, but when pace matters it’s worth it.

Deserted Beach - $4. Great choice.

Floodfarm Verge - $15.

kamarupa on Dread Naught

1 year ago

Regarding fetch lands: there's an old saying "deck thinning is deck winning" which comes from the idea that the fewer lands there in a deck, the more likely you are to draw cards that improve your game-state. This is [probably] not actually true, but they probably don't necessitate adding more lands to compensate for their sacrifice. Personally, my issue is that a fetch+shock land costing 3 life for 1 untapped land is just too steep for most decks. Like, I'm not into giving my opponent a free Lightning Bolt if I can avoid it. That said, I'm quite certain I'm in the minority on that position. There are, however, still many options when it comes to dual lands. I prefer fast, slow, and pathway lands. (Seachrome Coast, Deserted Beach, and Hengegate Pathway  Flip, respectively.

I'd be very tempted to run 2-3 copies Enlightened Tutor as it gets you both Torpor Orb and your beatstick creatures. Might as well take advantage of that splash of white!

itsbuzzi on

2 years ago

1) You totally need some type of draw engine. Most of the time you'll want to go land pass and have instant speed interaction. It hurts from the aggro side if you don't need to cast any interaction and instead draw some more cards. Memory Deluge is kind of the best one at the moment at instant speed because you can cast it twice. 4 may be too many, I'd try 3.

2) The Wanderer is also a great interaction piece. It's removal at instant speed and leaves behind a body. If they attack with something small enough you can flash it in and make a blocker thus holding off against aggro. The removal set also can gain life which can be important. I'd put in maybe 3 of these as well. The instant speed is the key with her.

3) 3 board wipes sound good as well. You don't have a sideboard so you can move a few things there. Some Silence and Syncopate can move there as they seem not as strong as other pieces you can play.

4) For lands I usually use this site: http://https://www.channelfireball.com/article/How-Many-Lands-Do-You-Need-in-Your-Deck-An-Updated-Analysis/cd1c1a24-d439-4a8e-b369-b936edb0b38a/ With your current deck it looks like it should be about 25.

5) I don't play much control but if you have draw spells I wouldn't run 4 copies of Teferi. You may be able to run more Shark as you can cycle them away. The thought behind 3 Teferi is you will get to late game and draw him.

6) The sorcery speed is what hurts that card. You are looking for more instant speed interaction.

From all this I would remove: 4x Silence and 4x Syncopate and put in 3x Memory Deluge, 3x The Wandering Emperor, 1x Doomskar, 1x Deserted Beach and my personal idea is swap 1x Censor, 1x Make Disappear and 1x March of Otherworldly Light for 3x Disallow. Can be cast with Lotus and can counter abilities as well. You can put the removed cards in the sideboard.

plakjekaas on Are the Original Dual Lands …

2 years ago

The current landbases don't prevent the 5c goodstuff from happening. That's no reason to withhold them. Duals would be equally vulnerable to Blood Moon as fetches and shocks are.

Meta impact: Burn would drop win% if shocks weren't needed anymore, because players would have more life in their fetch-manabase.

The best argument made is that, with the duals legal in the format, there's no reason for other interesting two-color lands anymore. Pioneer is already reduced to shocklands (Hallowed Fountain ), fastlands (Seachrome Coast ), painlands (Adarkar Wastes ) and pathways (Hengegate Pathway  Flip ), with the occasional Deserted Beach-type lands for slower decks. Introduce the duals there, and nobody would care for Pathways anymore. Not much added to the format, just some possible play patterns eliminated because they'd've been "strictly bettered" and homogenized out of the format.

Not necessarily too powerful in their effect, just boring in their consistency, in a way that can't be fixed in the future.

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