Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all


Creature — Giant Shaman

Tap, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.

Tap, Sacrifice a Forest: Choose a player. That player adds (Green)(Green)(Green) to his or her mana pool.

Valleymaker Discussion

ClockworkSwordfish on What if (insert old rule) ...

2 years ago

I agree that losing mana burn is a loss for the most part. The logic was that it didn't come up often and fairly enough, but... well, neither do a lot of things. The problem is mostly that removing mana burn didn't add any strategic depth. But there is a void now where it once was - for all of the reasons you listed, and then some.

What really peeves me are the cards that have been rendered useless since they were designed with mana burn in mind. Citadel of Pain and Pygmy Hippo are chief examples, but I also liked the added utility on Spectral Searchlight and Valleymaker. Master of Arms was also neutered by a rules change (tapped blockers not dealing combat damage) and yet they swept in and errata'd him to compensate. Where's the love for the Hippo, huh?

Other rules losses I dislike are combat damage no longer using the stack (that's more arbitrary; there are arguments for both versions having advantages) as well as the new legend rules (it makes more sense balance-wise but I dislike it flavour-wise.) The one that probably leaves the worst taste in my mouth is the new 'waterfall' style for handling combat damage in gang blocks! Jesus, I thought they were trying to make the game more streamlined - what the heck is this about guys lining up to take hits until the attacker decides he's handed out enough? It's less intuitive and lowers the power of trample, which could kind of use the help considering it's the worst form of evasion there is. Plus the whole "deathtouch has a secret second ability where it lets you use the old style of damage" both suggests it wasn't a necessary change and also results in weird rules baggage that isn't obvious from looking at a card, kind of like the original Walls being unable to attack without any reminder text saying so.

PickleNutz on Gruul Pool (Needs Advice!)

2 years ago

Thanks for the help guys! After looking over the comments I decided that Valleymaker was a great mid to late game additive for this deck type, thanks Catalog9000. That's what TappedOut is good for, it's a pool of collective player knowledge.

Bloom Tender I liked just because for two mana I get two mana of any color more than on one turn, but you're right, there are better options. The option I ended up going with, which is a lot cheaper, is Sylvan Caryatid. It's still a two mana dork and fixer, but it has Hexproof, which is considerably better.

Since I have a heavy swinger in Countryside Crusher for 3 mana, I think the mid game is covered. Early game I have a hole though. So I decided to switch out Lotus Cobra for Vexing Devil. It will either be a swap out for 4 damage, instantly removed, or be a heavy hitting creature early in the game. Either way, its mana tapped for my opponent, damage done to them by the value of 4, or best case scenario a great creature early game.

TypicalTimmy on Gruul Pool (Needs Advice!)

2 years ago

Oh, and also Bloom Tender will only tap for 2 mana since the only colors you'll control are green and red. I think there's a lot more efficient ways to spend $120. I mean, realistically, Gruul Turf does the same thing. Just saying.

Oh, and then there's this badass: Valleymaker.

I seriously think you built the perfect deck for him.

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