Stormcarved Coast

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Stormcarved Coast

Land

Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.

: Add or .

legendofa on Improve my Magus Lucea Kane …

1 month ago

You can copy it into the deck editor here. It's pretty common practice to have the same list on two different sites.

There are good land options outside of shocks and fetches. Depending on how much money you're willing to invest, there's the pain lands Yavimaya Coast, filter lands Cascade Bluffs or Mossfire Valley, scry temples Temple of Mystery, check lands Hinterland Harbor, slow lands Stormcarved Coast, bond lands Spire Garden, any number of simple "enters tapped" dual lands that have their own nicknames, and more. Most of these have every two-color combination, so you can get all the colors you need. Then round out with Frontier Bivouac and Ketria Triome.

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!

axxein on

1 year ago

For the Mana base there's always the fetchlands, there's ancient tomb, urborg tomb of Yawgmoth, crumbling necropolis (comes in tapped but taps for all 3 colors.), the double sided lands like Riverglide Pathway  Flip which are basically basics once they ETB, but you pick what they are, The checklands, the slowlands like Stormcarved Coast.

Unlife on Pioneer Phoenix (RCQ Ready)

1 year ago

I've got no specific ideas but some general things. I'm not sure what your wincon is. I'm assuming its attacking with a creature, but with only nine in the main, that feels way too low. Consider Delver of Secrets  Flip, and maybe bumping up to a full playset of Thing in the Ice  Flip. All of your instants and sorceries are are at 2x-3x, you've got no playsets. Definitely look at adding some and cutting others, maybe a full set of Izzet Charm, which are flexible, as well as Opt/Consider. Manawise, if you can run the full set of Fabled Passage, they can help fuel your Treasure Cruise delve a bit. You're curve is fairly low, you could possibly go down to 19-20 lands. If you're having manafixing issues, look at Stormcarved Coast and Riverglide Pathway  Flip. I don't have a lot of pioneer experience, so this comes from just my general experience with deckbuilding. I hope it helps.

zapyourtumor on Grixis Cat Pact

2 years ago

Manabase.

You can reduce costs on your lands by cutting shocks and bad lands like Crumbling Necropolis for other decent dual lands. Here are some of my suggestions:

Painlands: Shivan Reef

Slowlands: Shipwreck Marsh, Haunted Ridge, Stormcarved Coast

Pathway lands: Clearwater Pathway  Flip, Blightstep Pathway, Riverglide Pathway

Temple lands: Temple of Malice, Temple of Epiphany

Of course, if you can afford them I'd keep in as many shocks as possible, but crumbling necropolis isn't great. I removed brackets around some of the lands because I ran out of suggestion space.

Core Cards

Harmless Offering is only good if you have something to donate, which is why I suggest going down to 3 at most. In my version I actually only play two, which I doesn't really make sense until I introduce my next card suggestion...

Teferi's Time Twist: This card definitely requires a bit more of a build around, but my deck ran 3. Why is it so good? We can use it to reuse our Demonic Pact at instant speed, which means we now have 5 cards that prevent us from losing to pact. This means it gives us a 4 CA swing + 4 life + removes something for only 2 mana. It also synergizes well with other cards like Phyrexian Scriptures and Snapcaster Mage (although the latter is pretty expensive).

Abyssal Persecutor isn't good enough, in my opinion. The ceiling is only a 2BB 6/6 flyer, and the plan of reducing your opponent to 0 life and then destroying/donating it seems pretty dubious. And if you donate it to your opponent ahead of time, they have tons of ways to answer it, such as removing it themselves or sacrificing it. Removing Persecutors would help to focus your deck a bit.

Control Package

In general, I'd say you have too much dig and tutors and not enough control pieces.

Counterspells

3-4x Counterspell seems like a no-brainer. Yes, it is slightly harder on the mana than Mana Leak, but it is just so much better. It's also not that expensive (unlike Cryptic or Charm).

Drown in the Loch is a very good removal spell and counterspell in modern for any UBx deck, I'd run at least three of these as well. Drown and CS let you also cut Mana Leak.

Removal and Sweepers

Terminate is a decent card, but not super efficient and efficiency is important. Lightning Bolt is a staple removal spell, and also gives you an alternate win condition of burning them out with Demonic Pact, flickering pact multiple times, and bolts to the face. It's rare but it has come in handy for me before.

Fatal Push is another one that's worth a few spots. Remember, if you run Drown you don't need as much other removal.

I do honestly like Radiant Flames in this deck, I've run some in my pioneer version for a while. Straight Damnation may be better, but Flames lets you curve out into Pact.

Discard

Duress is not good. Thoughtseize is really expensive, but Inquisition of Kozilek is quite affordable, a great card, and also just a really good modern staple in general. I'd pick up 4 for sure. You frequently want to take cards with 0-3 cmc anyways, and the life loss on Thoughtseize hurts.

Tutors and Dig

Expressive Iteration is modern's premier card advantage spell right now. While it isn't always great with counterspells, you can frequently exile a removal spell or a pact or something else to cast on your turn. I would cut the other dig/draw spells for more of these.

Painful Truths is honestly not bad. It may be better to relegate 1-2 †o the sideboard for slower, grindier matchups, but it seems too slow for the maindeck. Dark Petition seems ok but I don't think it's good enough either.

Memory Deluge is a great instant speed dig spell for any control deck. I'd replace the Petitions and stuff with these. You shouldn't need any dig past EI and Deluge.

Other stuff

I do like the idea of Persecutor as an additional win condition that wins through combat damage, but something less combo oriented seems better to me. My pioneer deck ran 2 Sprite Dragons along with some Bloodthirsty Adversary in the side to be able to win through combat. Murktide would be a good choice for an alternate wincon but it's pretty expensive. I think Sprite Dragon or maybe Dragon's Rage Channeler may be decent sideboard choices for this role.

multimedia on Pirates a'hoyyyyyyy

2 years ago

Hey, nice version, but where's Glint-Horn Buccaneer? I saw your deck in the featured decks ad.

You can improve on balancing card quality since you have some amazing cards here, but also quite a few lackluster ones that are much lower on power level compared to the others. An example is Scalding Tarn which is excellent, but not playing a dual land that Tarn can search for... Steam Vents could replace Izzet Guildgate and Volatile Fjord could replace Highland Lake. Other Izzet dual lands to add in place of some basic lands to improve color fixing from lands: Training Center, Cascade Bluffs, Sulfur Falls, Stormcarved Coast and Frostboil Snarl.

I don't think I've even seen Armillary Sphere in the same deck before that also has Mana Drain, Ragavan, Nimble Pilferer, Jeweled Lotus, Dockside Extortionist, Goldspan Dragon, Jeska's Will and Urza's Saga. Sphere is really out of place power wise. Consider cutting Sphere for Arcane Signet? The Diamonds are also subpar, considering cutting both of them for Talisman of Creativity and Izzet Signet? These are not expensive changes, but can make a big improvements on ramp.

Another example of card quality balance are the counterspells. Mana Drain, Counterspell, Pact of Negation, Negate are great thus you don't also need to play Hornswoggle, Admiral's Order and even Lookout's Dispersal because these are not as good.


Some more one drop/two drop flying Pirates and unblockable Pirates can more easily trigger Malcolm and Breeches. Spectral Sailor, Warkite Marauder, Departed Deckhand could replace some higher mana cost Pirates such as Captain Ripley Vance, Deadeye Quartermaster, Prosperous Pirates and Sailor of Means. You have Ragavan, Nimble Pilferer, Dockside Extortionist, Goldspan Dragon and Corsair Captain which are all excellent thus you don't really need to play other Pirates that create treasures when they ETB because those cards are not as good.

Wonder and Anger are powerful with Pirates, but they need help to get them into your graveyard because you don't want to ever cast them. Expanding with more loot can help to draw/discard them that also adds more draw to your deck. Faithless Looting, Windfall, Mask of Memory and Frantic Search could replace Mutiny, Hornswoggle, Dowsing Dagger  Flip and Admiral's Order. These changes are also not expensive and improve card quality.

Good luck with your deck.