Blighted Fen

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon
Promo Set (000) Rare

Combos Browse all

Blighted Fen

Land

: Add to your mana pool.

, , Sacrifice Blighted Fen: Target opponent sacrifices a creature.

Price & Acquistion Set Price Alerts

BFZ

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Blighted Fen Discussion

yeoman67 on Trailer Trash Ayli

2 months ago

K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.

Mana base changes boring I know

Desert of the True/Desert of the Glorified- Secluded Steppe\Barren Moor

Forsaken Sanctuary- Tainted Field

Orzhov Guildgate- Orzhov Basilica

Now onto cards to add

Command Tower, Scoured Barrens, Isolated Chapel, Vault of the Archangel, Bojuka Bog, Caves of Koilos, High Market, Temple of the False God, Shambling Vent

land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey  Flip, Cabal Coffers.

Cards to ditch

Rogue's Passage, Blighted Fen, Opal Palace

8 other mana soucres Orzhov Signet, Sol Ring, Orzhov Cluestone, Burnished Hart, Hedron Archive, Darksteel Ingot, Commander's Sphere, Sword of the Animist

Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy

Oloro_Magic on Modern Lands (All Lands Legal for Modern)

6 months ago

Hey, just noticing a few that are missing here, notably Mortuary Mire, Blighted Fen, and Blighted Cataract. Thanks for this lost by the way its always helpful

filthyc4sual on Cast a Shadow [Frontier]

7 months ago

I could be wrong, but I feel like none of those wincons are as good as the ones available for Blue decks or Jund. You also don't have the counterspells to force your wincons through, meaning you'll have trouble beating those Blue decks; Hand Disruption can't stop them from drawing into interaction, after all.

I'm sure you can win with Vent, but realistically how often does it happen? Again, I don't really know for sure, but I'd bet that it doesn't happen often.

Yes, Gideon is good against control decks, but he won't always resolve, and Frontier has many answers for him; Vraska's Contempt being the main one, but Cast Out and other cards see play as well.

Blighted Fen stops the creature, sometimes. Jund can still have other dudes lying around to sacrifice, off an Ishkanah or something. Even then, it doesn't stop the Mindslaver trigger. If it comes in off a Marvel, there's no guarantee that you survive for long enough for Fen to work.

I'm not saying the manabase is bad, I just think it isn't as strong as UBx decks.

The deck can definitely take pain, but how much pain can it realistically take? Atarka can put a lot of pressure on quickly, and get kills out of nowhere.

I would be interested to know what the metagame you play in is like if you see a lot of Siege Rhino decks.

Argy on Cast a Shadow [Frontier]

7 months ago

filthyc4sual that's not correct at all.

Control has late game win cons with Ormendahl, Profane Prince, and the ultimate abilities of Ob Nixilis Reignited, and Sorin, Grim Nemesis.

I have even won games by exhausting all the Control cards from a deck, then repeatedly attacking with Shambling Vent.

The many cards that remove things from hand prove tricky for other Control decks to play against.

If Gideon, Ally of Zendikar comes in from the Sideboard, things are even worse for the Opponent in the mid game.

Blighted Fen is problematic for Emrakul, the Promised End.

As far as the mana base, every single land comes in untapped in the early game, except for Shambling Vent.

This deck can take some pain due to the life gain options it has.

The biggest problem for it so far has actually been Siege Rhino, which is why Lost Legacy has been added to the Sideboard.

RazortoothMtg on Non-Token promos return to FNM

8 months ago

I honestly am not excited for this.

I've gotten far more use out of my fancy treasure and Pirate tokens than my Incendiary Flow and Reverse Engineer, or my 20 Blighted Fens that my LGS gave us because they were oversupplied.

Although if the promos are Fatal Push quality, then I guess it's O.K.

TypicalTimmy on $9 Rakdos (Top 8 local Modern Tournament)

8 months ago

Colten, the problem with Tron is it relies heavily on massive threats that are big and extremely hard to remove in combat. Here's an example. This deck placed 1st at SCG Modern in New Holland.

https://www.mtggoldfish.com/archetype/modern-tron-16063#paper

And what's the problem with this deck? FIVE creatures. Sure, six Walkers too. But you can only have one of each out at a time.

Compare that to this thing. 24 creatures.

This deck will get creatures out more frequently. In many cases, quantity can vastly outweigh quality. Just look at literally any Zombie token deck. 2/2s aren't that impressive but if you've got 10 or 20 or even 200+ of them suddenly you are nearly unstoppable short of boardwipes. And yes, I have a Golgari Zombie Token deck that can pump out 200+ tokens in a single turn using a combination of Liliana, the Last Hope, Endless Ranks of the Dead, and Doubling Season.

My point is, it doesn't matter if your opponent has 2 or 3 big creatures out. If you've got 10, they won't be able to stop you. And, respectfully, I don't care if you have a 100/100 Indestructible / Hexproof monster. If I block with a 1/1 Spirit, I prevented that damage. Trample is vastly underused, IMO.

Shift gears into running removal and you're looking at an even harder time. I've stomped an Elf deck with a Minotaur Tribal that runs a playset of Terminate, Dreadbore, and 3x Unlicensed Disintegration while the spine of the deck is a playset of Felhide Petrifier, Rageblood Shaman, and Neheb, the Worthy along with other staples such as Lord of Shatterskull Pass (When he's Level 6 with Felhide out, bad things happen), Anaba Shaman (Felhide makes him a sharpshooter) and Kragma Warcaller for bonus points. I'm currently redesigning for Angrath and more aggressive disruption.

I've also got a Mono-Black Demon Tribal that's decimated many decks because it forces sacrificing passively. That is to say, creatures such as Indulgent Tormentor and Blighted Fen make it so my creatures and lands also sit in as removal plugs.

The game is a lot more complex than just saying that a single Wurmcoil Engine or Karn Liberated ends you.

Sometimes cheap removal and an army of low-grade creatures is more effective than one single big cannon.

A tank can fire once and it may be devastating, but a constant barrage of shotguns is just as deadly.

Going wide is always a legit option. That's why Abzan works. That's why tokens works.

Never underestimate the power of overwhelming forces.

ynot000 on Danny's Oloro

9 months ago

Here are my land suggestions:

1x Adarkar Wastes

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Sejiri Refuge

1x Drowned Catacomb

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

1x Isolated Chapel

1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card

1x Nimbus Maze

1x Path of Ancestry

1x River of Tears

1x Scoured Barrens

Here are the land cuts:

Which would leave you with a manabase of:

1x Adarkar Wastes

1x Arcane Sanctum

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Dismal Backwater

1x Drowned Catacomb

1x Esper Panorama

1x Evolving Wilds

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

2x Island

1x Isolated Chapel

1x Jwar Isle Refuge

1x Maze of Ith

1x Nimbus Maze

1x Opal Palace

1x Path of Ancestry

5x Plains

1x Prairie Stream

1x Reliquary Tower

1x River of Tears

1x Scoured Barrens

1x Shambling Vent

1x Sunken Hollow

3x Swamp

1x Temple of Deceit

1x Temple of Enlightenment

1x Temple of Silence

1x Temple of the False God

1x Tranquil Cove

1x Underground River

1x Vault of the Archangel

This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.

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