River of Tears

River of Tears

Land

Tap: Add (Blue) to your mana pool. If you played a land this turn, add (Black) to your mana pool instead.

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Trade

Have (2) gildan_bladeborn , Pieguy396
Want (1) Darui

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Future Sight (FUT) Rare

Combos Browse all

Legality

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

Latest Decks as Commander

River of Tears Discussion

Teh_Mammoth on Milling Gone Rogue (Precon Upgrade Guide)[PRIMER]

1 day ago

Overall I like the deck, very nice :D

I have to agree with Goblin_Guide though, if you aren't running low CMC mana rocks like Mana Crypt, Mana Vault, Chrome Mox, Mox Amber or running any fetch lands then you should put 3-4 more lands in there to improve consistency. I would also advise looking at more dual colour lands if you're keeping a low land deck without the fetches - Clearwater Pathway, Darkslick Shores, Drowned Catacomb, Morphic Pool, River of Tears, Underground River.

I know you mentioned keeping a low budget, but the dual lands are definitely something to keep in mind.

LittleBlueHero on Hayabusa Deck - Dragon Ninja ***

3 weeks ago

Don't remove Watery Grave. The 2 life is something you always pay without a thought. It's nothing in commander. And if its in your opening hand without a one drop go ahead and play it tapped.

That said you do have a lot of lands that enter tapped. If you are going to cut though cut from ones that don't get you both colors or don't really help the gameplan.

Skyline Cascade for instance is a minor effect and only gets you blue, i'd rather have Castle Vantress here. The castle could come into play tapped but only needed one isalnd isn't much of a requirement and being able to scry is extra helpful for your deck. And Crypt of Agadeem can net you a lot of mana in some situations but since you aren't filling your graveyard on purpose like a reanimator deck chances are this won't do as much as it should sometimes, i'd play a Urborg, Tomb of Yawgmoth over this here. The tomb comes in untapped and makes sure all your lands tap for black just in case.

Also with only 5 islands and 4 swamps (6 and 5 if you change the above) the chances of you having three of either to get Witch's Cottage or Mystic Sanctuary to enter untapped and give you the benefit is unlikely. These are both better in mono colored decks or deck that are running a lot of basics. Both can easily be basics instead.

You have 13 lands that HAVE to come into play tapped. Thats way to many. if you make the above changes that brings you down to 9 that have to come in tapped... still a lot.

So, I know why you run Vesuva but I don't think you really need it in a two color deck. It would better suited in something three or more colors so it can help you fix. Our group doesn't run enough powerful lands to really want to copy anything super crazy. I would swap for Exotic Orchard. You may or may not get access to the colors you need with it but the way i see it is its an untapped dual land more often than not.

I would swap Frost Marsh for Underground River. I know that 1 damage may look scary but 9 times outta 10 you'll only need to tap it for colorless, the colored mana is there as a failsafe. And like I mentioned before 1 and 2 life is really nothing in commander. Jwar Isle Refuge could be Fetid Pools, yes it still comes in tapped but has the ability to cycle if you draw it late in the game which can be huge.

Lastly Dismal Backwater should be Polluted Delta if you can afford it. Again, don't be afraid of one life loss to fix your mana, the delta doesn't search for basics it searches for Swamps or Islands which means you can search up one of you lands that has the dual typing like Watery Grave or Sunken Hollow.

If you really don't want to spend the 25 or whatever it is though you could run run River of Tears instead.

After all that you have 6 lands that HAVE to come into play tapped. Which is only 1 more than I usually try to stick to at 5. Its not a perfect system but its worked for me.

Sylvarion on Bitter Hollow

2 months ago

That's not an entirely bad idea, and I've actually ended up considering that at one point. I'm considering removing Serum Visions and 1 Creeping Tar Pit, and possibly even River of Tears to add in 3 Faerie Conclave. Thoughts?

Faerie Conclave would also sync with Spellstutter Sprite I beleive.

ShreddedByCrows on Surrakar tribal challenge

7 months ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

lagotripha on Budget Vengecrab

10 months ago

Needs more Shriekhorn . Land wise, you can still do a lot- I'm not talking hedron and fetches, I'm talking River of Tears Sunken Hollow Drowned Catacomb Fetid Pools Shelldock Isle Temple of Deceit , and Ipnu Rivulet / Scavenger Grounds .

lagotripha on Esper Spirits

11 months ago

I really reccomend drafting something up on this site prior to going and getting things- the 'ideal' land composition can change quite a bit depending on what you end up playing. If you are working towards a tournament-worthy list you will go through some drafts, and just running a few test draws will save a lot of time/effort/money.

For the creatures and spells you have right now, you want fast lands which produce Blue/Black turns 1 and 2 and then can produce white mana turn three.

Find a three colour deck in one of the lists or primers that play a similar curve, then copy the lands. Swap to your colours- almost all lands have on-colour variants right now. The only exception you may want to be aware of is River of Tears (allowing turn 1 thougtsieze into turn 2 counterspell) and a 1-of Mystic Sanctuary .

Swap anything that comes into play tapped for things that enter untapped turns 1-3 - you can add more tools once you have something running smoothly.

Then you want to test to see how much pressure your manabase is put under in your meta. If you are going to keep facing burn, fetching for shocks sucks. If you are going to keep facing blood moon, not being able to fetch basics sucks. If you have twiddlestorm and tron everywhere, you need space for Field of Ruin . This is why planning a sideboard matters. If you already have those matchups planned for with eight hate pieces in sideboard, you can skip things mainboard, and vice versa.

rdean14 on Card creation challenge

1 year ago

ClockworkSwordfish, I love that design so much!!! River of Tears is like this, but yours is much more flavorful!

Nathanaiel on Dimir Midrange Death's Shadow

1 year ago

Another idea that just popped into my head: Have you tried River of Tears at all? Might be worth a shot in a strict Dimir build. Taps for black turn 1, comes in untapped and while it is in some ways a blue-only land, if you have multiple untapped lands in your opening hand it usually works out fine.

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