|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it onto the battlefield. Then shuffle your library.
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Bloodstained Mire Discussion
1 day ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
1 day ago
I think, since it's a tribal, you should definitely add Cavern of Souls
Some other good lands could be: Marsh Flats, Bloodstained Mire, Arid Mesa, Sacred Foundry, Luxury Suite (or, if you have money, Plateau, Badlands, Scrubland), Winding Canyons, Maze of Ith, Ghost Quarter, Strip Mine, Wasteland, Bojuka Bog, Nephalia Academy, Slayers' Stronghold, Command Beacon, Arcane Lighthouse
1 week ago
As for now, I don't own a copy of Collective Brutality, but when I do I'll test it and it's probably going to end up in the mainboard or at least in the sideboard.
Urborg is mainly in the deck for Damnation, just in case. Like you said, it never hurts to play one over a swamp. Good point about playing more fetchlands, I have some extra copies of Bloodstained Mire so I can add those instead of some basics.
2 weeks ago
I can't tell if Sleeper Agent hoses Leyline of Sanctity or not. Seems like it would, because they play that as an anti-burn card. I'm skeptical that you still don't include a Searing Blaze or two to since you have Sleepers to give them. Your turn 3 could be giving them a Sleeper, then waiting until it 2's them, cracking a fetch, and blasting it.
From the other thread, I realized the effectiveness of Gonti's Machinations in Modern, when the manabase can make you lose life like with Bloodstained Mire and Sulfurous Springs, and I think this really applies here, when you can give the opponent power to hit you with Sleeper Agent.
2 weeks ago
I appreciate the suggestions for cuts, Metachemist, but I'll probably keep things as is (except for maybe swapping Landscape and Woodland - still haven't decided!).
Bloodstained Mire can only grab 10 lands in the deck, yes, but it's a lot easier to abuse than Landscape. That becomes especially relevant with cards like Crucible of Worlds, Ramunap Excavator , and Titania, Protector of Argoth.
As for Savage Ventmaw, like I said, I like him but I don't see him as necessary. If he gets haste, he's obviously better, but regardless I'm so spoiled with land drops in this deck that I almost never have issue with running out of mana to do stuff I want. If Omnath had some sort of paid ability, then I'd be more inclined, but thankfully he doesn't. Yeah Ventmaw provides a flying body, but I honestly can't recall flyers giving me problems yet. In most cases I either run far ahead of those decks thanks to all the ramp, and/or I can throw damage at things so easily with this deck that I can stymie a big board for my opponents.
2 weeks ago
Try this, cut one of those fancy fetch lands that don't allow you to get both of your colors, Bloodstained Mire I'm looking at you, and try running Myriad Landscape in it's place. You're not running Shocks or True Duals, so you don't need the ability to fetch non-basic mountains, and it allows you to get two for one card, giving two more land fall triggers and better card advantage.
2 weeks ago
I picked up some cards for my Sliver deck at the 2 prereleases plus the box I split with 2 friends. At the moment all I need to complete my manabase is a Breeding Pool, Blood Crypt, Steam Vents, Bloodstained Mire, Marsh Flats and Arid Mesa (skipping Scalding Tarn I believe to save on cost though tbh).
I got an Assassin's Trophy, Sacred Foundry, Temple Garden, Overgrown Tomb (via trade), another trade pending for a Watery Grave, 1x Doom Whisperer, 2x Mission Briefing, 1x Underrealm Lich, 2x Nullhide Ferox, 1x Mnemonic Betrayal, 1x Divine Visitation, 1x Impervious Greatwurm, among a few other things.