|Commander / EDH||Legal|
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
Land — Swamp Forest
(: Add or to your mana pool.)
Price & Acquistion Set Price Alerts
|Have (16)||Dr.Jackel , Lindough , Poptartz95 , frederiklw , Joblaska , failurechild88 , Zhorus_The_Bauqret , Hakira , dizzierabit , Spinalripper , wackozacko , yerfdog1935 , firemind12 , rockleemyhero , bakeraj4 , Justinaut|
|Want (8)||LordTechnusMaster , Doug4130 , Heathm33 , kovellen , king0fclubs , mlouden03 , TiredTofu , Leoinidas19|
1 month ago
Your mana base could be improved. The cards I would seiously consider:
- Ancient Tomb : Ramps your commander a turn earlier
- Bayou : The best there is, but are you prepared to pay for it?
- Overgrown Tomb : Good value for the money spent on it
- Twilight Mire : Good fixing
- Strip Mine : Always a pleasure to have one available for pesky lands
I would drop these for them:
- Golgari Rot Farm : Tapped in to play slows you down
- Evolving Wilds : Tapped into play ...
- Jungle Hollow : Tapped into ...
- Temple of Malady : Tapped ...
- Terramorphic Expanse : ...
More lands could be nominated, but this is a good start if you would ask me.
3 months ago
DrukenReaps thanks for the thoughts ive been thinking about Glacial Chasm i just haven't pulled the trigger on aquiring one similarly to Dark Depths i own 4 copies but they are in my legacy deck and i hate to share cards except for my Bayou im just gonna swap that one lol.
as far as Nissa, Vital Force i would like to pick another one up i ended up donating mine to a friends sons first edh deck (mono-green stompy) i would like to replace the nissa i have in the deck for her but just havent got around to picking one up
and as far as Worm Harvest, i just never seemed to have enough lands in hand to retrace it as i am having to scrape to get lands into hand to feed windgrace let alone to use the retrace but it is one of those cards i will probably keep it closer to the deck and might swap it back in if i think it fits better
but anyway thanks for commenting ive been scouring peoples lists on here to see what cool things people are playing in their decks in order to perfect my own as this deck has what feels like overnight become my favorite deck
3 months ago
3 months ago
3 months ago
Grandmaster5327, all of those are uncommon or higher rarity, so none of them are legal in Pauper format. Thus, none of those would work for this deck in this format. At the level of common, which is all that may be used for Pauper format, there are no dual lands that enter the battlefield untapped.
Rootwater Depths = uncommon Underground Sea = rare Volcanic Island = rare Tropical Island = rare Scrubland = rare Plateau = rare Savannah = rare Tundra = rare Taiga = rare Bayou = rare Badlands = rare
Looking at the cards from Alpha, Beta, Unlimited, and Revised, they didn't have the color designations for any symbols (indeed, they lacked symbols completely), but looking them up on Gatherer shows that ALL of them are uncommon, rare, and there are even some dual lands at mythic rare. None of the dual lands at the level of Common enter the battlefield untapped.
4 months ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
6 months 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.
6 months 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.