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When Standard was Ravnica/Time Spiral/Coldsnap/10th, I used to have a fun four-color deck with Ink-Treader Nephilim, Tamanoa, Lightning Angel, and burn spells like Lightning Helix and Incinerate. The pain lands helped with the mana-fixing, and the damage was even negated by Tamanoa herself.
Posted By: poeticallybored (9/16/2009 8:02:50 AM)


All the duals of this cycle for reference:

UW - Adarkar Wastes
WR - Battlefield Forge
WB - Caves of Koilos
GW - Brushland
GR - Karplusan Forest
GB - Llanowar Wastes
UR - Shivan Reef
RB - Sulfurous Springs
UB - Underground River
GU - Yavimaya Coast
Posted By: mflanaga (11/12/2012 7:32:15 AM)


every time i use this card for either color of mana it saves me, but it feels so painful losing 1life...like the sheer opposite of something like Jwar Isle Refuge
Posted By: Khultar (1/14/2011 12:05:53 AM)


If they printed a Zendikar-style Refuge cycle of enemy-color duals, I could probably die happy. However, this works just fine, and is priced just right for the young and eager Counterburn player on-the-go. That being said, I already have my playset of Scalding Tarn, so I only have to pay life once.
Posted By: DacenOctavio (6/19/2012 9:56:39 PM)


Besides the original duals - which are, of course, absurdly powerful - virtually every multi-color land has some sort of drawback. Shivan Reef surely isn't the best of them, but the drawback isn't that bad either - it always comes in untapped, and doesn't hurt you unless you need it to. To compare it to some of the other drawbacks:

Steam Vents - 2 life or comes in tapped
Cascade Bluffs - can only produce colorless unless you already have access to R or U
Reflecting Pool - can potentially produce nothing depending on your other lands (I mention RP as my only more-than-2 producer in the list, simply because most of the time it is pretty brilliant)
Sulfur Falls - tapped unless you already have a mountain or island

Shivan Reef is actually probably the worst of that list (depending on the rest of your land composition and number of colors you're running), but compared to everything else - that usually has a much bigger drawback, like Forbidden Orchard or City of Brass, or always co... (see all)
Posted By: JaxsonBateman (1/25/2013 5:47:01 AM)


Recently saw play in UR Storm decks in Modern, probably to deversify the mana base to take less damage off of it.
Posted By: absreim (8/5/2013 8:02:16 AM)


Has a lot of uses, very handy and stylish. The problem is that there are a lot of alternatives that don't involve losing life (and/or time under some circùmstances, for the matter...)

I like it very much for its semplicity and elegance. Once upon a time, this and its siblings were the standard and almost only choice for a dual land, now they are a quite appealing alternatives for a budget deck... However, not bad at all, and like poeticallybored said, there are ways to transform its drawback into advantage.

Edit: I'm starting to hate the Fetchlands. They are only good because of Shocklands, otherwise Fetchlands would be worse than Painlands, and I don't think that they would see so much play like now. And Checklands are good with basics, but are better with Shocklands. So maybe I'm starting to hate Shocklands, actually... They are synergic with a lot o... (see all)
Posted By: leomistico (9/17/2013 1:58:18 AM)


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