Canyon Slough – Amonkhet
Date Reviewed: November 3, 2021
Commander [EDH]: 3.00
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
What’s worse than drawing a land when you need to draw an answer? Discounting times when that land is Field of Ruin or such, it happens to everyone. The Amonkhet dual lands have cycling for that exact reason. It puts you at the mercy of random chance a second (or however many more) time, but sometimes those odds are worth playing. In faster formats, the tempo loss may be significant (hence their low profile in Modern), although we should note that this does of course depend a lot on what your deck wants to do.
It’s been over four years, and I still haven’t received a reasonable storyline explanation for why Nicol Bolas destroyed Naktamun. Even godlike dragons can use a base of power, surely, or a world of fanatical servants with which to awe their vassal planeswalkers. It was some real Saturday morning cartoon villain stuff (and not in a good way).
The cycling dual lands from Amonkhet may not be all-stars, but being fetchable and being cyclable from hand gives them some value beyond normal lands have, as you can use fetch lands to dig these out if you don’t need an untapped land, and having basic land types can occasionally matter. They were pretty reasonable back in their Standard, though they’ve been usurped by other duals in deeper formats; still, on a budget, these are pretty good, and having more basic-typed duals to tutor out in Commander gives the likes of Canyon Slough some legs it may not have had otherwise.
If this card did not have Swamp Mountain attached to it then it would be a straight up bad card. Fortunately for this card though it does have Swamp and Mountain so there is some room to work with in a few deck types! In constructed it has a home in cycling and living end. It may not be the best card in Living End decks but it could be included as a one or two of just for late game cycling to further thin out the deck and potentially draw a better cycling creature. The fast lands from Scars of Mirrodin usually get priority here but I think one or two of these swapped for them would help, nothing is worse than drawing a pointless land when your back is against the wall. Casual is another fun one because you can explore more cycling strategies, an example is what I ran in the last standard rotation was 4 color cycling. It was fun and this would fit in pioneer or historic for sure!
Sadly, I’m commander it fits into 2 decks. The cycling deck or Grixis Control. The cycling ability just helps a great deal late game if you need a draw or need to combo off other cycling cards. It doesn’t really fit well into other R/B strategies on its own, so if you’re planning to make a causal R/B vampires I’d pass on this land for just about any other dual out there printed at common.
- Constructed 2/5
- Casual 3/5
- Limited 2/5
- Multiplayer 2/5
- Commander 2/5
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