Shifting Sands

Shifting Sands by Camruth

102 cards in Multiverse

32 commons, 35 uncommons, 33 rares, 2 tokens

2 token black, 16 white, 6 blue, 20 black, 16 red,
12 green, 10 multicolour, 13 artifact, 7 land

176 comments total

Warfare in a desert realm where water is the most precious commodity.

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Mechanics | Skeleton | The Sands of Time

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Recently active cards: (all recent activity)

 U 
Land
Seasonal Waterway enters the battlefield tapped unless you control two or more other lands.
{t}: Add {u} to your mana pool.
{t}, Sacrifice Seasonal Waterway: Add {u}{u} to your mana pool.
Illus. 00AngelicDevil00 at deviantART
18 comments
last 2017-10-04 10:41:48 by Alex
 R 
Instant
Counter target spell. Its controller loses 3 life.
2 comments
last 2017-10-03 10:51:10 by Camruth
{w}{u}{u}
 
 R 
Instant
Counter target spell. You gain 3 life.
2 comments
last 2017-10-03 10:50:57 by Camruth
 U 
Instant
Blinding Glare deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
2 comments
last 2017-10-03 10:50:39 by Camruth
 R 
Instant
The next creature card you play this turn can be played as though it had flash.
Draw a card.
2 comments
last 2017-10-03 10:49:48 by Camruth

Recent comments: (all recent activity)
On Seasonal Waterway:

I loved them in Three Card Blind. A deck of Dwarven Ruins, Slumbering Dragon, Slith Firewalker or Svyelunite Temple, Phantasmal Bear, Boomerang could do quite well. Of course, the Peat Bog cycle were better for that, unless you wanted the one mana repeatedly like for Drifter il-Dal.

But outside extremely constrained formats or circumstances like JMG's forestless forestwalk deck, yeah, they don't get much use. I'd call this a medium upgrade rather than a small upgrade, but it seems fine to me.

On Seasonal Waterway:

I like 'em; but yeah, they're not popular. ETB tapped and only provides a one-shot boost once and then goes away?

In a set where land-death-matters they'd be a great reprint; but most people mostly won't like 'em.

­Svyelunite Temple had value back in the day, because it meant you could threaten a Counterspell but only have to keep 1 and back for it.

But Oooh! I have such a set! Reprint time!

On Seasonal Waterway:

Used to play these back in the day. Didn't really see other people play with them. Don't know why, because I thought they were the gas. But I don't think people were willing to build their decks around them. Havenwood Battleground was clutch in my Mono-Black Lumbering Satyr group game deck, for example.

For what's it's worth, Wizards returned to these cards with its Geothermal Crevice cycle. And while those lands were crucial in the Terravore deck, that was more of a trick. People really didn't play them. Again, I don't know why, because I still thought they were good. But by this point, I'd guess the answer was because one could only have so many etb tapped lands, and Coastal Tower was more important.

On Seasonal Waterway:

How often do you see Svyelunite Temple being played ? honestly? A small upgrade seemed fine.

On Undermine:

sure is Reprints both functional and direct are ok to add to created sets in my opinion - as long as they are on-theme.

On Absorb:

you bet it is

On Blinding Glare:

Matched cost of Wrap in Flames but left as Instant.

On Scout's Warning:

you guessed it

On Azmæt High Guard:

Yes, it is a functional reprint. I am an old school player having started with alpha/beta. As a result, I like doing old school nods every now and then. Yes First Strike is tertiary in black nowadays but does still happen.

On Seasonal Waterway:

Currently a strictly better Svyelunite Temple. IMO the card doesn't need the upgrade.

(All recent activity)
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