|Commander / EDH||Legal|
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|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
Land — Swamp Forest
(: Add or to your mana pool.)
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3 days ago
Mind If I ask why you don't have a well-tuned landbase (Bayou, all of the fetchlands, Ancient Tomb, Gemstone Caverns), or the best win-conditions (Hermit Druid/Necrotic Ooze), yet have posted this list under the "competitive" tag?
I would really appreciate either dropping the "competitive" tag (to prevent from being a misleading interpretation of competitive EDH) or adding the following:
The fully optimized landbase with Ancient Tomb, Gemstone Caverns, Bayou, all of the useful fetchlands (not just Verdant Catacombs), City of Brass, Mana Confluence, Llanowar Wastes, Gemstone Mine, Tarnished Citadel, etc.
Better Win-Conditions, like Hermit Druid into Bloodghast, Dregscape Zombie into Dread Return a Necrotic Ooze, use Wall of Roots and Blighted Bat to give it haste then use Devoted Druid and Channeler Initiate to make infinite mana and kill with Walking Ballista. A secondary win condition would be using Survival of the Fittest to fetch and discard a Protean Hulk, fetching Apprentice Necromancer, use it to recur and sacrifice the hulk to fetch a Hermit Druid, Deathrite Shaman and Mogis's Marauder. Give haste to the shaman and druid, tap the shaman for to activate the druid and win.
2 weeks ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.
1 month ago
I recently bought some cards in a morally ambiguous fashion, and decided to sell them and donate the money to charity. I'm asking for 75% of TCG low, but reasonable offers will be accepted.
All the cards will be shipped with tracking info and hard sleeves.
1 month ago
Regoober: unfortunately that's not how it works. The basic land types are plains, island, swamp, mountain and forest. A land can have a basic land type, such as Bayou, but that does not make it a basic land. Basic is a supertype which is reserved for Plains, Island, Swamp, Mountain, Forest and the newly added Wastes.
In the same way that Rampant Growth can fetch these but not Bayou (since it searches for a basic land, not a land that has a basic type), Earthcraft cannot untap Bayou, since it has a basic type (well, two actually) but is not a basic land.
1 month ago
2 months ago
The "one of the 99" approach makes recommendations a little tricky, but I think we can remedy some of the speed issues in broad terms.
Twilight Mire for starters. The filters are among the most versatile of the dual lands, allowing you to turn into . I don't see any mention of a strict budget so I can't help but recommend Bayou, though I doubt I'm cluing you in on any hot tech there. Verdant Catacombs can pull your shockland (or Bayou), which is another slot helping with all those triple blacks and double greens.
Your current ramp suite is pretty much just the 3 most efficient ramp spells, Ring, Elder, 2 semi-ramp highly killable critters in Deathrite and Ghast, and two situationals in Ashnods and Ritual. 9 may seem like a fair chunk of your deck, but in reality it's 5 true ramp slots, which is pretty anemic. You aren't really counting on ramping at all when you shuffle up, it's just something you luck into in a timely manner sometimes.
Myriad Landscape is steady ramp in a land slot. Dryad Arbor can turn Green Sun's Zenith into a cheeky first turn ramp spell. Skyshroud Claim is the strongest of 4 drop ramp spells not named Tempt with Discovery. Scapeshift can pull out Urborg, Tomb of Yawgmoth and Cabal Coffers in one turn. Ulvenwald Hydra can pull nonbasics on top of providing a body.
Mana Crypt and Worn Powerstone are real powerhouses. Double colorless might seem unhelpful on paper with a general with 4 colored mana symbols in his casting cost and half a dozen spells, but I'm sure I don't have to tell you how amazing it is to have Sol Ring out there.
Without building to combo out and with at my disposal I'd lean even harder into ramping than I've described above, but this seems like good start toward getting this deck rolling more consistently in the mid to late game. 10 suggestions with half of them being land slots is about as painless as you can get, but I can go on if there's any other area you feel the deck could be bolstered in.
3 months ago
Glad to hear you're enjoying it! Lake of the Dead is, at the end of the day, not that hard to activate because we have so many fetchlands handy, but it does require some planning in advance. Just get both Bayou and Overgrown Tomb off of any green fetches you draw, and the regular swamps off of black fetches. On the turn you go off, having just two swamps is enough, as you won't be needing them anymore after sacrificing them. With Life from the Loam, it also becomes usable over multiple turns.
Even in the worst case, if you don't have any swamps handy, it is a free cantrip that uses a land drop for the turn with Gitrog on the field, although I personally fetch swamps actively enough for this to happen less often.