, Pay 1 life: Gain or .
, , Sacrifice Sunbaked Canyon: Draw a card.
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|Commander / EDH||Legal|
Sunbaked Canyon occurrence in decks from the last year
Latest Decks as Commander
Sunbaked Canyon Discussion
2 weeks ago
Hey vladpontes, thanks for your suggestions. In the past I ran a different variation of burn which used creatures like Monastery Swiftspear and Goblin Guide , and it worked very well. With enough burn spells it doesn’t need Scourge of the Skyclaves to win, but it runs out of steam really fast. This is why I transitioned away from prowess and focused on reducing my life and my opponent’s as fast as possible with this new hybrid “suicide burn.” Since I was running fetches and Sunbaked Canyon already, I thought I would take advantage of the synergy and put the life-loss to good use.
Like you I was reluctant to run Death's Shadow s at first. I thought too many creatures would water down the burn potential of the deck. But after many games it turns out that the Shadows work very well. Running 4 Scourges and 3 Shadows make it likely to draw at least 1 of either during the game. There are no other creatures with the size potential of Scourge or Shadow for their mana cost that I am aware of.
Also I think you’re placing too much importance on the creatures instead of focusing on dealing damage. The burn spells are the most consistent way to deal damage in burn decks. In the early game, a strong blocker will immediately shut down burn decks relying on Swiftspear, Guide, etc, but Lightning Bolt always deals damage.
This variant has Shadows and Scourges to fill in during the mid-late game (which is turns 3-5 for burn decks) and Canyons and Street Wraith s for card draw, whereas other decks have tiny blockers and rely on top decking a burn spell to seal the deal. Shadows and Scourges are unique because they are aggressive by being defensive and lock down the board, so I can stall a turn or two if necessary. The trick is carefully monitoring life totals to not overextend too quickly. I want to be in control of the life loss.
Goblin_Guide, thanks for commenting. You make a good point about using cheap reanimation spells like Unearth to bring back Shadows and Scourges if they die. That is definitely a valid approach. Personally I really like Apostle's Blessing as a way to pay life while preventing a creature’s death, or making it essentially unblockable. This prevents graveyard interaction so I can run Rest in Peace on the sideboard and ignore grave-hate in general.
3 weeks ago
Ixalan dino decks are always cool. +1 for having matching basics!
Some potential upgrades I'd suggest would be some more efficient lands such as shock lands, Spectator Seating , Bountiful Promenade , Spire Garden , Sunbaked Canyon , Grand Coliseum and definitely Ancient Ziggurat . You might also want to think about some more artifact ramp such as Arcane Signet , Pillar of Origins , Herald's Horn or Urza's Incubator (though that last one has skyrocketed in price recently).
Some cuts I'd recommend would be Fiery Emancipation due to it's triple red requirement, New Horizons for more efficent ramp, Territorial Hammerskull due to lack of impact and Thundering Spineback because seven mana to give other dinos +1/+1 is a bit too costly.
1 month ago
Hullbreacher Narset, Parter of Veils Grapeshot I would also try and get the horizon lands that you need. Sunbaked Canyon Fiery Islet You should also get the Modal Lands for the deck. I recently swapped out my filter lands for them form my Elsha list and damn, it makes a huge difference.
1 month ago
There's also Manamorphose if you want to get fancy and have a way of benefitting from the cantrip or additional spell cast like in storm.
Honestly you can do really well with just 4x Clifftop Retreat checking for plains and mountains.
For mana ramping your choices are pretty limited.
In red you have Braid of Fire , Goldspan Dragon especially with treasure generating cards, Desperate Ritual , Pyretic Ritual , Vessel of Volatility , one of my favorites is Geosurge into Oblivion Sower , Koth of the Hammer , and Soulbright Flamekin
In white you really only have a few tricks like generating a bunch of tokens before turn 4 and attacking with them but hitting them with Settle the Wreckage or hitting a creature you have that would die anyways with Path to Exile . All the other ramps in white are for putting lands in your hand (which would only be useful if you had a way to get them onto the field after) or using artifact ramp.
The thing to remember is Boros has really incredible hate cards to slow the opponent down, while also having some of the fastest cards in the game for killing them. Try to play to its strengths more and if you really want an angels deck, try using all the new angel-enablers that have been printed in the last few sets. I know I'm building one myself!
2 months ago
Hi Mortlocke! Good to see you've added Carpet of Flowers , not that happy for Mystic Remora , which is a huge card. I was taking a look at your manabase, and I've noticed you're playing filter lands instead of pain lands. Why?
Filter lands are really suboptimal compared to pain lands: pain lands always give you a color if you need it at the cost of 1 life, which is nothing in EDH. Filter lands might add you colorless if you don't have the right land or mana producer. You can also think about horizon lands since those make you also draw, those are even better.
I've also noticed that you're missing Gemstone Caverns : this land is so good when it's in your starting hand, you can be 1 turn ahead of your opponents.
3 months ago
Deasert_Nomads_be_godly, thanks for commenting. As Daveslab2022 and cyeRunner eloquently stated, unfortunately the fetchlands are necessary for this suicidal deck to function optimally. There is no other way to inflict damage on yourself while also advancing your board position. The closest thing are the Zendikar Rising lands, but they don’t further the strategy.
If you are looking for a similar budget friendly deck, you can cut out the fetchlands and keep the manabase mono-red, and you have a traditional and highly effective burn deck. Bring in Rift Bolt, Shard Volley, Skullcrack, Monastery Swiftspear, Goblin Guide, maybe Light Up the Stage...sideboard Blood Moon, etc.
Or you can focus on Boros, run less fetchlands, and go with Lightning Helix and Boros Charm plus a combination of the above mentioned cards. Sunbaked Canyons are amazing because you can sac’em to draw a card when you need it, and without watering down your burn spell count. Plus you get access to good artifact and enchantment removal.
Honestly, I’m not sure what works best, traditional Boros burn or this hybrid suicide Mardu version. The former is more reliable during the early game, but the latter has more staying power for longer games.
4 months ago
So honestly. This deck isnt very good for Modern. Modern is a faster more powerful format and heroic lines up poorly because you are investing 2 cards to have a card that is a slightly above curve where as the cards that see play in modern are individually above the curve.
If you are fine with that I can offer some advice.
First up. You need a better mana base. The ideal manabase in modern would be fetchlands, shocks and Sunbaked Canyon to help mitigate flood.
With that better manabase you can swap Hero of Iroas for Tenth District Legionnaire as it buffs and has haste and a scry.
Auramancy and Heroic is a nobo as shroud stops heroic and with 2 enchantments its pretty crap. Cut that and inferno fists.
Cut Palm and Silence. Palm helps you not lose, not win and is at best sideboard. Silence doesnt protect you cause stuff dies in response to it. Cut Firecraft too.
Lightning Bolt is a staple. It kills and enables some weird plays in heroic. Feather shifts you a bit more midrange but opens up some intresting options. There is also sentinal eyes which is good because it is cheap and has 2 relevant bonuses and escape but generally auras are a bust because you get 2 for 1ed and they play poorly with protection.
4 months ago
6 and 5 mana cards will be hard to cast in a list with 17 lands, so I would cut them in favour of more burn. In terms of upgrades to make the deck faster: Cut the tarfires for Skewer the Critics, the charmbreakers and double visions for 4 copies of Light Up the Stage, the stormblood berserkers and 1 torbran for Monastery Swiftspear, the electrostatic fields for Chandra's Incinerator, guttersnipes for Searing Blaze, the shocks for Rift Bolt, the pillars of flame for Goblin Guide, the last torbran and the chandras for 2 Grim Lavamancer and a mountain, and finally, 6 mountains for 4 Sunbaked Canyon and 2 Ramunap Ruins. Those upgrades make the deck pretty competitive and capable of winning very quickly, but they do make the deck less fun and interesting, as all it does it throw burn spells at your opponent.