Land — Swamp Forest
(: Gain or .)
|Want (5)||VillarrTheBastard , AuraWarrior , nysgreenandwhite , Promatim , rpabis101|
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition III (ME3)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Bayou occurrence in decks from the last year
All decks: 1.18%
Commander / EDH:
All decks: 0.05%
BUG (Sultai): 0.61%
1 week ago
Woah Woah Woah Woah. Complete basics for your lands? I guarantee you, if you use some of the following lands instead, you will win SOOOO much more. Try some of the following:
- Blooming Marsh
- Verdant Catacombs
- Nurturing Peatland
- Overgrown Tomb
- Temple of Epiphany
- Woodland Cemetery
- Llanowar Wastes
- Twilight Mire
- (If this is within budget) Bayou
- City of Brass
- Mana Confluence
- Reflecting Pool
- Prismatic Vista
- Exotic Orchard
- Fabled Passage
- Ancient Tomb
- Gemstone Mine
- Command Tower
- Strip Mine
- Forbidden Orchard
- Urborg, Tomb of Yawgmoth
I know they can cost a lot, but I promise you that by including them all your mana based problems will slowly fade away, and you will win A LOT more. Guaranteed. If you found this helpful be sure to check out and give me feedback on some of my decks, like Double Trouble EDH, I would deeply appreciate it. (Don't forget to upvote them if you like them
2 weeks ago
AscendedLandfalls, thanks for the comment and suggestion. I haven't thought about running Dryad of the Ilysian Grove because outside of color-fixing and a psuedo Wayward Swordtooth effect for it doesn't offer the deck much. Worse yet, it's a very unsafe form of color-fixing as it is on a creature body that can easily be removed by a whole host of different targeted and non-targeted spells. I'll argue that it suffers from something similar to the "glass cannon" trope where it's super strong in some aspects - but super vulnerable at the same time.
Rampant Growth is good ramp in a certain context. I don't run that many basic land cards in this deck (only 3) so it's not really worthwhile to include. Farseek is probably more worthwhile as it can find typed lands, but paying for a tapped land doesn't seem as appealing as a mana rock for the same cost. You say Skyshroud Claim is not efficient? For I can tutor for two lands that come into play untapped and can fetch any forest typed land. That means I can fix my manabase by fetching any two of the following - Tropical Island, Bayou, or Savannah (or their shockland equivalent). If you think this spell is not efficient, then please tell me what i'm missing because I think it's nothing short of amazing for a multi-color deck.
1 month ago
Kaioken88 If you want to add in more competitive cards Here is a list: Vorinclex, Voice of Hunger, Yosei, the Morning Star, Acidic Slime, Liliana of the Veil, Reveillark, Survival of the Fittest, Jarad, Golgari Lich Lord, Phyrexian Altar, Ashnod's Altar, Grave Titan, Tooth and Nail, Savannah, Scrubland, and Bayou. But in all honesty, its how you play the deck and if you want to combo off or not that will determine if you are competitive or not
1 month ago
After some more playtesting I've decided that back to basics is to good and has to be played.
1 month ago
stubear89, In reference to your previous statement regarding YawgWill - "usually with Yawgmoth's Will you will not have the mana to fully recover that one turn unless you have Morophon, the Boundless or Mana Echoes, typically I rely on Patriarch's Bidding".
Typically you're trying to fish for one maybe two cards in the graveyard that will result in a win. Be it a Sliver Queen or a Mana Echoes you only want one card not the whole graveyard. Not to mention, it also results in a land drop in the case of fetches being used earlier in the game. If you can't manage to spend any more mana after the for the will and play what you need from the graveyard then you should look into more efficient means of ramp such as: Skyshroud Claim and Nature's Lore and including more mana rocks such as: Arcane Signet and/or Fellwar Stone. A direct result from the inclusion of any of the previously mentioned cards is that you will have a more consistent flow of mana and the right type of mana as well - as you will be able to fetch any of the forest typed Revised duals in the deck (e.g. Taiga, Tropical Island, or Bayou to name a few).
I implore you to take another look at YawgWill as it's some of the most powerful recursion in all of magic (if not some of, then it is the most powerful - there's a good reason why it's on the reserved list). I think any deck with black mana would be hard pressed to not find a good use for it.
1 month ago
I am almost certain that if I have Thespian's Stage out and copying...say... Bayou the Thespian's Stage land now reads like this Bayou: Forest Swamp: tap for G or B mana: 2 and tap: Thespian's Stage becomes a copy of target land and gains this ability. So if I play Vesuva the next turn targeting Thespian's Stage it becomes a Bayou that reads like this Bayou: Forest Swamp: tap for G or B mana: 2 and tap: Thespian's Stage becomes a copy of target land and gains this ability. Am I right?
1 month ago
I took this deck to a few commander tournaments and it definitely did what it is supposed to, but every game I play with this deck makes me realize, why I dislike cEDH. It is just hit or miss most of the time. If my opponent resolves Ad Nauseam at the end of his turn 2 (my turn 1), there is absolutely nothing I can do. And if I go first and open Protean Hulk, Lesser Masticore, Mana Crypt, Bayou and Necromancy I win without interference. Also, almost no one in my regular LGS plays cEDH and this deck does not fare well against regular EDH decks. It either wins way too fast, is too resilient for the other players to stop, or I just brick too much to win in a reasonable time.
But there are also many things I like about this deck specifically, namely it's speed and consistency. And I am not talking about what turn it can go into combo, but rather it always having a fast start and not many bad opening hands (aside from drawing combo pieces). Since Meren is my favorite commander, I decided to make this deck into a reanimator/toolbox deck.
And now we reach the reason for me commenting: I lack a win condition. I always play decks that are "perfect" within the boundaries I set for myself when building that deck and it is not uncommon that I am asked to play another deck, after winning a game. And that is what I want to avoid. I find that most people don't particularly dislike losing to combo, as long as they feel like it was "fair", myself included. But to me it is one of the worst things to happen in a commander game, if I have to explain to someone why they are not allowed to play the game anymore and that they have to scoop up all their cards now. In my experience, it is always bad if a player wins in a single turn and that everyone prefers to be killed by an army of creatures (or any "foreseeable" thing for that matter), because it just feels "more fair".
So how does this deck win, when combo is entirely off the table? The wincon I most adore is for sure Queen Marchesa's. It combines Group Slug, Pillowfort, Politics and strategic resource management to "control the game without controlling it". It punished decks for what they do best without removing their ability to play the game. It only strikes down other people's strategies when they point their aggression towards the player piloting the Marchesa deck and manages to keep it's opponents in line trough "fear". Once the other players are done fighting and only one victor emerges, it is time to use up all the stored resources to utterly crush the last remaining foe. Truly wonderful
So please tell me if you can think of any "fair and fun" wincon for this deck. I also always liked the idea of Groupslug, as it can't ever be unfair, because it only punished opponents for what they are doing. It does not exclude anyone from the game, while still keeping everything in check. The only decks that need to be destroyed are these glass-cannon cEDH decks. Most of them combo and win, or fail to do so and lose. I do no know a way to make a game enjoyable for this kind of deck, so it just just be crushed.
2 months ago
WUBRG97: Hmmm. If I were trying to tone down the power level, I'd add a few of my older favorite cards back in: Parallel Lives, Garruk Relentless Flip, Archfiend of Ifnir, Survival of the Fittest... But I'm probably not going to make an explicit separate list with these changes. I will say that I've never been a fan of Blowfly Infestation here; it causes Problems and is often a dead card. I have easier-to-tutor-for combos :)