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|Battle for Zendikar (BFZ)||Uncommon|
|Promo Set (000)||Rare|
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: Add to your mana pool.
, , Sacrifice Blighted Fen: Target opponent sacrifices a creature.
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Blighted Fen Discussion
timmyt1000 on RNG
1 month ago
here's a few suggestions we can talk tomorrow
Tribute to the Wild , Crop Rotation ,Innocent Blood , Diabolic Intent ,Attrition , Vampiric Rites ,Phyrexian Reclamation , Small Pox , Harvester of Souls , Blood Artist , Ramunap Excavator , Awakening Zone , From Beyond , Putrefy , High Market , Blighted Fen , Blighted Woodland , Tainted Wood , Woodland Cemetery , Llanowar Wastes
2 months ago
3 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.
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.
3 months ago
filthyc4sual that's not correct at all.
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.
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.
4 months ago
I honestly am not excited for this.
Although if the promos are Fatal Push quality, then I guess it's O.K.
4 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.
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.
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.
5 months ago
Here are my land suggestions:
1x Fetid Pools
1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card
1x Nimbus Maze
Here are the land cuts:
1x Blighted Fen
Which would leave you with a manabase of:
1x Fetid Pools
1x Maze of Ith
1x Nimbus Maze
1x Opal Palace
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.
6 months ago
Hey, for a first Commander deck this looks very good.
I suggest expanding on the make every player sac something strategy:
- Fleshbag Marauder
- Innocent Blood
- Tribute to the Wild
- Barter in Blood
- Death Cloud
- Abyssal Gatekeeper
- Call to the Grave
- Desecration Demon
Deathreap Ritual seems very good here potentially drawing you a lot of cards since it triggers for every player's end step. Tireless Tracker can make clues which can be a continuous amount of permanents to sac for draw and counters and she has counters interaction.
Some sac lands to consider are:
Good luck with your deck.