Prairie Stream

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Prairie Stream

Land — Plains Island

(: Add or .)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.

Max_Hammer on Shorikai go vroom

3 weeks ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

multimedia on vehicular homicide

2 months ago

Hey, well done list so far on a low budget. Elsha with Vehicles is an interesting choice.

Some advice to get started on revision/optimization is to streamline creatures and lands to make Elsha better. Consider reducing the creature count down to 10 of the best creatures here for Vehicles strategy and/or crewing? (ordered by CMC)

The less creatures the better for Elsha. Cut most creatures for lands and ramp? Elsha doesn't work with lands thus having less can also make Elsha better. Consider 32 lands with many budget low mana cost mana rocks to replace some lands?

To help with deck building add all the lands you want to play, even just basic lands, to see how many spots are left to fill or how many cards you need to cut to add more lands. Some budget lands to consider adding:

Good luck with your deck.

multimedia on Blue/white merfolk tribal deck

3 months ago

Consider cutting some nonMerfolk creatures for more Merfolk and cutting some control for more Merfolk?

Spreading Seas is a good control card for draw, opponent land disruption and because against nonblue opponents it activates islandwalk with Master of the Pearl Trident making your Merfolk unblockable in any matchup. Master is a reason to play Merfolk, 4x of him gives you more chances to draw him and more of him in your control makes all your Merfolk more powerful.

4x Silvergill Adept is more draw and more Merfolk. Cursecatcher is one drop Merfolk who can also be control. Merfolk Trickster because it has flash can be control and it can do a lot for a two drop Merfolk.

Islands are more important than Plains with Merfolk. Consider cutting some basic Plains for some budget Azorius dual lands? Port Town and Prairie Stream care about Islands and Stream is an Island. Cutting basic Plains for dual lands will also help to cast mana cost cards such as Counterspell.

Swords to Plowshares is the best control card here for Merfolk, you don't really need all the other removal instants. Counterspell is good, but Negate is a sideboard card for more control in some matchups. Disenchant is a sideboard card to bring in matchups if an artifact or enchantment are giving you problems.

Example of a budget core for Merfolk control.

Good luck with your deck.

lagotripha on Jeskai SuperFly

5 months ago

This is a nice list, superfriends/tokens is a neat strategy. I have a number of failed decks built around Blood Funnel to that effect - (its fun but I don't reccomend it).

On the playing 3 colours in budget modern; the reason Opt/Serum Visions effects are good is they help find lands in hands that would otherwise have problems. If you can play 'mono blue' until you hit three lands, you can go hard on islands and draw power as a kind of fixing.

You don't need to break the bank if you want to improve the manabase. It just takes a little tinkering.

If you can afford to delay coloured mana, Field of Ruin is both untapped, disruption and searches a basic turn 3+. Terramorphic Expanse is extra evolving wilds copies, but being all taplands is a major drawback. Aether Hub fixes mana once, before becoming colourless. Exotic Orchard has cheap copies out there, Prairie Stream is good if you are otherwise running/searching lots of basics, Interplanar Beacon does a lot in superfriends.

lagotripha on

6 months ago

I like the idea - this looks mostly like a jeskai control list to my eyes, and could reasonably be built to one of their slow win setups. All told, if you just look for flat upgrades you can take this a long way, especially if you tweak the focus a little.

I reccomend focusing budget on land upgrades - there are incredible budget spell options, but budget land options are far, far rarer. Grab whatever good lands rotate out of standard, replacing the taplands.

Dodging Path to Exile and Blood Moon type effects matter a lot, as do untapped lands in making decks run reliably - going to 5 basic lands instead of the guildgate isn't going to hurt more than the taplands and will help make sure you can counterspell on turn two. If you must stick with a tapland, Prairie Stream is cheap and can come in untapped, Irrigated Farmland has card draw and land types that matter, while Jwari Disruption  Flip can catch someone out turn two in a land heavy hand.

Once you have an idea of how much budget you want to sink into lands the rest becomes easier to plot.

I'd look at Myth Realized instead of ugin's, as its a lot harder to kill, gives a turn 1 play, and likes all the noncreature spells in the list. I feel its the simplest 'flat upgrade' to the list.

Counterspell is a format staple, and does almost everything that mana leak does in this list.

If you want to use ionize and mindswipe, you want to run effects that care about damage dealt, or force your opponent to a low life total first. Paying an extra mana or two for their effects is a serious cost that needs payoff.

The aggressive version would be Delver of Secrets  Flip style, a 'combo' version where you tick up Quest for Pure Flame is an option, as is an Aria of Flame type 'slow' wincon (which would also serve as backup creature removal).

On the note of creature removal, you are a little light. Jeskai control often ran Lightning Helix just so it doesn't die to people playing Goblin Guide on turn one. You might not want it maindeck, but planning out a 15 card sideboard should give you space to grab answers like that - with your maindeck answering combo with rule of law and control with a mirror match, you have a lot of space in the side for aggro answers.

LandoLRodriguez on [PRIMER] No One Ever Suspects the Hippo...

6 months ago

Changes, 04 May 2022: -1 Prairie Stream, +1 Spara's Headquarters cuz I got one from a pack. A fancy one no less! The Stream came in tapped more often than not (when it matters most, at least), so adding and the cycling option is pure upgrade.

Mortlocke on The Queen's Egg

8 months ago

Hey abierto,

Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:

Survival of the Fittest Sliver Alter Show

Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.

Hi Sneuxfox (death by Snu snu?),

Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.

I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:

Budget Aggro Sliver Decklist Show

What're your thoughts on the list, Sneuxfox ?

Omniscience_is_life on Edgardxcore

8 months ago

Hey there! Thanks for reaching out.

My main suggestions for making any deck smooth are to run at least 10 sources of cheap ramp (stuff like Rampant Growth, Birds of Paradise, Farseek, etc.), at least 10 sources of strong draw (stuff like Pull from Tomorrow, Harmonize, Return of the Wildspeaker, etc.), around 10 sources of interaction for your opponents' scary stuff (Beast Within, Path to Exile, Austere Command, etc.) and around 37 lands (try and keep the amount of lands that enter tapped 100% of the time to a minimum, like 5. Stuff like Game Trail, Prairie Stream, Haunted Ridge, etc. plus the Zendikar Rising MDFCs like Tangled Florahedron  Flip, Valakut Awakening  Flip, and Sejiri Shelter  Flip). Of course, trying to make your removal and card draw have as much synergy as possible is ideal, but that can be hard. Don't worry if you need to throw in a few cards that are just good on their own. And the rest of the cards can just be scary Eldrazi and fun ways to break them!

Let me know if I can help with anything else!

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