Silverbluff Bridge

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Silverbluff Bridge

Artifact Land

Silverbluff Bridge enters the battlefield tapped.

Indestructible (Damage and effects that say "destroy" don't destroy it.)

: Add or .

DeathBySprnkles on Can I use jhoira, ageless …

1 month ago

If I use Jhoira, Ageless Innovator’s ability, would I be able to put an artifact land like Silverbluff Bridge out on the field? I have a feeling the answer is no because the artifact lands don’t have mana values.

wallisface on Pauper Storm Update Help

3 months ago

PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.

  • Game 1: 15 damage
  • Game 2: 9 damage
  • Game 3: 12 damage
  • Game 4: 6 damage
  • Game 5: 15 damage
  • Game 6: 20 damage!!
  • Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
  • Game 8: 10 damage
  • Game 9: 4 damage
  • Game 10: 15 damage

Things I noticed from these games:

  • Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.

  • The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhackerfoil or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components.

  • The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.

  • both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.

  • It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.

  • The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhackerfoil, Goblin War Strike, and Brightstone Ritual.

  • Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.

I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.

PauperPower on Pauper Storm Update Help

3 months ago

So I've been running a Goblin Storm list in Pauper for ages. The only update I've made in years has been Silverbluff Bridge. I feel like there has to be something I'm missing improvement wise, but I'm struggling.

I've tried Skirk Prospector a few times, but he definitely doesn't fit the strategy. I need some help here if anybody is willing to take a look.

Goblin Storm

Thanks in advance.

Taida on Affinity and what to cut

6 months ago

Maybe you can try Experimental Synthesizer. Gives you some draw until end of turn, and you can sac it with whatever, and the effect triggers again. I also like Etched Champion quite a lot, as it is quite difficult to remove and is both amazing blocking and attacking. A substitute to Cranial Plating could be Nettlecyst, or you can even run both. Something like Skilled Animator, Kenku Artificer or Ensoul Artifact can also be very fun, especially if used on an Ornithopter or any indestructible land such as Silverbluff Bridge or Darksteel Citadel. Another affinity card I have a sweetspot for is Broodstar, but it needs colored mana, so it is not as easy to cast as a Myr Enforcer.

Icbrgr on

1 year ago

well first things first im annoyed that i forgot about the existence of Silverbluff Bridge when i was building this deck lol so thanks for that reminder.

I think you and I are on our own island when it comes to Coveted Jewel... i also liked that card and though it looked fun/neat but the internet/forums said it was the first thing to cut because its bad to encourage people attacking you... idk i think its neat and am open to putting it back in.... i also like Scrabbling Claws too; I only cut it because it is a unique effect compared to the other 99 cards.... and Mirrorworks/Mimic Vat were also just tough things i cut for this prototype list... i woulnt be surprised or offended if they found there way back in here.

scotchtapedsleeves on

1 year ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

Gattison on U.S.S. Deathstar: NCC-1701-FU (Paunza)

3 years ago

taylorfisdboss: Hmm, yes, fair point. Part of my reasoning behind them is to make this degenerate paunza deck a bit more ... idk "fun?" It's harder to playtest in a vacuum, and since it's pretty douchy, I don't really wanna subject my playgroup to a bunch of playtests either.

Silverbluff Bridge is a good idea though, I'll get some and make that swap. It's always good to have backup plans.

You did make me reconsider my approach here though. I searched for cards that might have better synergy, but there are no pauper cards that care about your opponent's lands LTB or ETG. There is however Roiling Terrain and Destroy the Evidence which got me re-strategizing. If I add black and things like Duress and Balustrade Spy... and Dark Ritual... but then... Hm.

taylorfisdboss on U.S.S. Deathstar: NCC-1701-FU (Paunza)

3 years ago

Unless I'm missing something Cleansing Wildfire and Geomancer's Gambit both seem like they don't advance the game plan very much given that they let your opponent search up basics to replace the lands they lose. Pauper tends to involve decks with lots of basics so it would be hard to get rid of so many that our opponents fail to find. That being said since you are running them you might want to consider Silverbluff Bridge over Swiftwater Cliffs because it will let you use either one of those spells to ramp yourself by targeting your own indestructable dual.

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