Spirebluff Canal

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spirebluff Canal


Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands.

: Add or to your mana pool.

scotchtapedsleeves on EDH: Saheeli's Mana Rocks You

2 months 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!

legendofa on Urzas Saga

8 months ago

I don't expect Urza's Saga to get banned, at least in the near future. It is expensive, and it has a lot of tricks (it's a land, so it can't be countered; it's better in multiples; it's a tutor; etc.) but it's far from the most expensive or powerful card.

The mana base of a Modern deck is almost always the most expensive part. Misty Rainforest and the other fetchlands, Cavern of Souls, Spirebluff Canal and the other fast lands, Boseiju, Who Endures... It's possible for a 22-land mana base to be worth more than the rest of the deck.

Incidentally, I haven't noticed every deck using U's Saga. I've definitely seen some, maybe even many. Maybe that's a function of your local meta?

Of course, I could be completely wrong. I was cheerfully working on two separate reanimator brews and updating Dredge when Faithless Looting got hit.

wallisface on Murktide

1 year ago

magwaaf For you to be playing Blood Moon turn 3, you need to reliably have 2 of your lands being islands by that stage. If you think what you’re running gets you there, so be it. I’m not convinced the quantity of Spirebluff Canal/Steam Vents, and the general lack if fetches, help you get there reliably. I did some lazy math using mtgnexus and with 3 lands there’s a 42% chance you won’t have made 3-islands from that - which will hurt your ability to cast once Moon resolves.

On lands (and using mtgGoldfish as reference):

  • Murktide Regent is running 19 but importantly isn’t running Blood Moon, and also has a (negligibly) lower curve. I think you underestimate the additional cost Blood Moon will have to your manabase.

  • Burn is running 20, and only playing cards costing 1-2 mana.

  • Hammer Time is running 22, and again only really playing cmc1-2 cards (though ideally wants to be on 3 lands).

  • pretty much every other deck is running at least 22-25+ lands, though a lot of these have mana-curves that don’t correlate well with your deck.

You can do with that information what you want. I’m just stating that I think you’re running two-too-few lands. If you disagree, then run what you have.

I’d also suggest that, as you actively asked for advise, to try take onboard what people suggest, as getting defensive about the current build of the deck won’t help you improve it (also, combative responses might reduce the odds of some people posting that could have really good advise). Not saying we have to agree, but see what other feedback comes in and what common thoughts people have.

abbatromebone on

1 year ago
  • Poppet Stitcher  Flip Is great when you have 1/1s but bad if they do anything more. Prowess is an ability so you tokens wouldn't be as strong. 3 mana is also fairly espensive. We would want to slow the game down more. I might suggest Luminarch Ascension being this is a value control deck. It helps keep card advantage and if you are holding mana you can sink it here at the end step.
  • Manamorphose also seems pretty good in the deck its a spell that gives you your mana back/fixes it into any of your needed colors and is card neutral.
  • Hard Evidence might be replaced with Slight of Hand or Serum Visions being you want to filter your deck better.
  • You are sitting a 8 fetchlands i wouldnt go past 6, 6 shock lands is also high Jeskai control is current running 7 fetch and 3 shock lands.
  • Consider Mystic Gate Castle Vantress Celestial Colonnade 1x Raugrin Triome Hall of Storm Giants 1x Eiganjo, Seat of the Empire The creature lands can help close games or stall games when needed.They also are more evasive which can help. Utility lands are worth it they really help. Fiery Islet and Sunbaked Canyon can also help draw cards and filter. I run 5 in my burn deck.
  • I also think 6 basics is a lot i would only do 2-3 personally. Espically when Seachrome Coast Inspiring Vantage and Spirebluff Canal exist.
  • Spectral Procession is a good value card to think about, Lingering Souls is also a card but i wouldnt go that route personally.
  • Boros Charm is also a great card that can protect against board wipes or give some burst with a mentor token or just give you the needed reach to close some games.
  • Let me know if you want me to look at the deck some more

Lord_Grimm on Mizzix

1 year ago

That was fast! Now that we are on v2, I can get a little more detailed.

Cards to cut: Fire Servant - Only works with like 4-5 cards in the deck Desert of the Mindful - It is double the cost of the other 2 cycling lands in the deck Spirebluff Canal - Literally a tap land outside turns 1-3... Jaya's Immolating Inferno - Can only be cast if you have a legendary creature... you have 6 in total Expropriate - This card alone will give this whole build a bad reputation Spelltwine - It is so slow, and weak if there are no good choices in opponents graves Tidings - Honestly, Overflowing Insight would be better, if that is the type of effect you want in this slot Fiery Emancipation - May be good, or 'win more' Sensei's Divining Top - Feels like this is solely to help smooth out your draws

Knowing this deck's success depends on quickly accessing resources, still feels like it may be too slow. If possible adding a few more rocks, and access to proliferate cards like Tezzeret's Gambit to help tick up your counters even if Mizzix is off the board could be subtle steps toward victory. Lastly, 40 lands seems high, and 18 of them are basics. Look over my last comment and try to see if you can slot in some of the other lands I listed. Karn's Bastion seems like an auto-include on this build.

Lord_Grimm on Nekustar

1 year ago

Wow! Looks amazing! After the changes, the only cards I 'may' consider cutting (if you have a few more cards you'd like to run) would be the following: Phyresis, Coveted Jewel, and surprisingly Lightning Greaves. Now that you have made a huge change, feels time to talk about the land base... my recommendations in that group would be the following: Choked Estuary < Witch's Clinic, Spirebluff Canal < Blood Crypt, Flooded Strand < Scalding Tarn, Underground River < Bloodstained Mire, Shivan Reef < Morphic Pool, Mountain < Luxury Suite, Island < Riverglide Pathway  Flip, Island < Clearwater Pathway  Flip.

lucksterluke16 on Flipping the Odds - A Coin Flip Story

1 year ago

As far as lands go, try to avoid ones that come into play tapped without extra benefit. I would remove things like Highland Lake and instead add stuff like (depending on budget):

More budget friendly:

Less budget friendly:

Although I think it's fine to have some of the tapped ones too if you can't get enough of these. Since even thought they might be slower it will be easier to cast what you want.

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