Bojuka Bog

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bojuka Bog

Land

This enters tapped.

When this enters, exile all cards from target player's graveyard.

: Add .

StYY on Insidious Graveyard

1 week ago

zapyourtumor Some really great suggestions here! I absolutely love Phyrexian Tower and Spymaster's Vault. Those additions open up some really fun early game interactions! I feel like I'll need at least one Bojuka Bog in the sideboard. If the primary color for Wastewood Verge weren't I could see myself running it, but more of deck requires to cast. The reason I like Darkbore Pathway  Flip is because the main thing I care about is having on board and untapped mana on turn 3. Darkbore Pathway  Flip has no check to entering untapped and lets me choose what color I need based on what else is in my hand.

I have taken a look through hollowvine and crabvine looking for inspiration while building this list, but I'm aiming for something a little different with this deck. I can certainly see that those decks have the ability to cheat Vengevine out a little bit faster, but they rely on the randomness of mill and looting. The mantra I had going through my head putting this list together was "Every strat looks great until your opponent top decks every piece of removal they could possibly ask for". So if everything were to die, how well can you re-establish? Tenacious recurrence is what I want. I wanna kill my own stuff and bring it back so often that removal can have plenty of targets but still feel dead in my opponents hand.

zapyourtumor on Insidious Graveyard

1 week ago

Insidious roots has been one of my pet cards since it released so always nice to see more decks with it. Some initial impressions I get:

Manabase is not quite optimal. Pathway lands are not necessary in a fetchland format. Checklands and fastlands are alright if you are worried about your life total, but vergelands are a bit better now. for BG the primary color is G which isn't the best but it is still better than checklands (Wastewood Verge). Golgari rot farm is just straight up bad, the only time I run one is a single copy in Wight decks in order to bounce urza's saga to my hand to replay it. Lastly, you probably want some utility lands to tutor with wight or lands that are just good in general. Spymaster's Vault and Phyrexian Tower come to mind. If you increase wight count then Bojuka Bog.

I would do -2 cemetery -1 marsh -1 pathway -3 rot farm -1 temple garden +2 verdant catacombs +1 forest +1 godless shrine +2 wastewood verge +1 Phyrexian Tower +1 Spymaster's Vault

Now about the deck itself. Buried alive is a really slow card where just using it for value isn't enough usually. It is much better when you are using it to tutor some sort of combo or if you have reanimation spells in your deck. I don't think it is the right choice for this deck.

About roots, it might be possible to be an aggressive deck with roots as a backup grindy plan but I still dont think Vengevine is very good in this shell. You can't consistently discard it or mill it over (and as I said buried aliving for vengevine is not enough payoff and slow), so its way worse than in crabvine or hollowvine or preban bridgevine decks.

Interaction wise I think the deck wants maindeck Thoughtseize but maybe you don't need it. Also Fatal Push. Then you can bring in duress from sb in relevant matchups. All in all I'm not really sure what to suggest because right now the deck feels a bit in the middle of a few things, and I think it could become much more streamlined and efficient depending on how you decide to change it. Like you could move more towards an aggressive rootvine deck with 4 vengevines, looting, and more stuff like that. Or you could go from 2->4 wights, maybe urza's saga, and play a more midrange gameplan. Or you could run stitcher's supplier and chthonian nightmare. Lots of directions to take it.

TheSlowestBro on Burakos, Folk Hero

1 month ago

I think I'm pretty alright on the GY hate between Farewell / Kaya's Guile / Bojuka Bog, but perhaps I should give Gisa a try, she seems fun. Have you played it yourself?

I should mention I also have a Shirei, Shizo's Caretaker deck which is VERY aristocrats so I am trying to keep this deck away from that style of gameplay so they have a distinct feel from each other.

Oh I just found your list, nice one! I have a question, do find Rev, Tithe Extractor strong given the fact she doesn't specify you can spend mana as if any color?

legendofa on "Unbeatable" card combo, or so …

3 months ago

Somewhere in the depths of my profile, I have a theoretical combo that's something like 20 cards that I specifically made to be as "you can't lose the game" as possible, and people still poked holes in it.

Suggestions Show

legendofa on Turbo Reanimator

5 months ago

How often do you transform Rona or see graveyard hate? Pestilence effects work with the back side to give you an out for your reanimation targets if people start spamming Bojuka Bog or whatever.

FadingReality on Dragons, Dragons, Dragons

6 months ago

I forgot to mention this in the above post, but Archdruid's Charm is also grave hate because it can grab your Bojuka Bog at instant speed. Card does so much work.

Anyway here's a list of lands worth taking a look at. Main reason for this second post.

Ancient Tomb

Maelstrom of the Spirit Dragon

The World Tree

Mana Confluence

City of Brass

Horizon of Progress Taps for literally any mana (even colorless since it says "mana of any type" instead of "mana of any color"), can ramp you (!!!!), and can draw you a card in a pinch. Super good.

First two are for ramp/dragon stuff respectively. Last 4 all make your mana base stronger and more consistent. Also, when The World Tree comes online, all your lands that hurt you (cracking fetches, Ancient Tomb, Mana Confluence, Horizon of Progress, etc will no longer hurt you. They will now have the new ability "add one mana of any color" and you can pick that ability so that the lands don't deal damage to you.

SufferFromEDHD on

6 months ago

Fair enough. I was thinking about grabbing value like Accursed Duneyard, Bojuka Bog, Crypt of Agadeem and Geier Reach Sanitarium

I see the Canyon Slough and the Fluctuator. How do you feel about Ash Barrens, Polluted Mire and Smoldering Crater?

kamarupa on Magnificence

7 months ago

You have a lot of singletons for the Modern format. I suggest you add "Casual" and "Budget" to the Hubs.

You're already at 70 spells. That, combined with the number of singletons, might make this brew better suited for Commander/EDH than Modern. It would also open up even more spells.

Alternatively, if you want to keep it modern, even with a casual and budget focus, you can get more power and consistency out of it by tightening up your focus. A good deck doesn't need to do everything, just a few things well. You seem to have a lot of Vampires, Angels, and Humans. You might try to pick one of those creature types, and focus on that tribe - cut all the other creatures and increase the best of your chosen tribe to a full set, keeping in mind you want most of your creatures to cost 1-3MV.

When it comes to non-creature, non-land spells, I find the most success with the following catagories: removal/disruption, card advantage, protection. I try to include 4-8 removal/disruption spells, 2-4 card advantage spells (draw 2 or more cards from 1 spell), and 1-4 protection spells (deny opponent's removal). Anything that doesn't fall into those 3 categories usually isn't helping a deck succeed. Of course, every deck is different and there are lots of ways of achieving essentially the same results - like Harmonize and Collected Company are different in approach, but essentially both card advantage.

Sign in Blood is about as good as it gets for card advantage. Path to Exile isn't that expensive anymore, but black has so many good removal spells - I won't list them here. Discard can function as removal, so if that's your preference, it's fine, too, but keep in mind removal spells are cheaper to cast to target creatures and don't require as much timing to use effectively. White is great for protection spells - Faith's Shield is great, but Ephemerate can be just as good in decks with lots of ETB triggers.

Artifact/Enchantment removal is usually reserved for the sideboard.

Pump and lifegain are usually peripheral mechanics.

A dual color deck needs dual lands. It looks like you're going for a budget deck here, so I suggest adding more budget dual lands. While it's generally preferred to avoid lands that enter tapped, if you're brewing a budget deck, I think it's better to include such lands than to rely on luck to get the basics you need to cast spells of both colors. Concealed Courtyard would be great. Caves of Koilos would be ok, too, especially with a tribes like Angels or Vampires that have lots of creatures with lifegain mechanics. If resorting to lands that always enter tapped, I think the Scry lands provide the most value - you could do worse than Temple of Silence. I love managathering.com as a land resource - https://managathering.com/duallands/orzhov.html

I recommend 8-12 dual lands, 1-3 utility lands and the rest basics.

I usually include Bojuka Bog in decks that use black mana, as there's so much graveyard recursion in my play group.

To sum it up: if not brewing EDH, reduce to 60 spells. Cut your enchantments, tighten your creatures, focus your utilities. Remember: you don't have to annihilate opponents to win - focus on making a fast, reliable kill, not an elaborate one.

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