Choked Estuary

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard 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
Shadows over Innistrad Rare

Combos Browse all

Choked Estuary

Land

As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't Choked Estuary enters the battlefield tapped.

: Add or to your mana pool.

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Choked Estuary Discussion

Pieguy396 on Tribal U/B Zombies

9 hours ago

Hey there! This looks like an awesome deck! I have a few suggestions for you:

In any case, have fun!

Loco-Motive on Chandra/Bolas Control - HOU

15 hours ago

Hey there, multimedia -

I have my test group coming tomorrow evening to run our decks through the gauntlet. I will try out your suggestions on the Aether Hub and Harnessed Lightning additions. I cut down 1 Abrade and the three Anticipate in order to include them. I can lean on the cycling from Censor and the searching from Supreme Will to find the land/answers I need instead of Anticipate. Will see if that works.

Added in the Aether Hub and took out some of the lands that can likely come in tapped, namely the 3x Choked Estuary and one Sunken Hollow. Also replaced the Bontu sweeper for a Sweltering Suns. I put a Sweltering Suns in the main in place of the Unlicensed Disintegration due to the fact that I now have Harnessed Lightning that can take care of a larger threat if my counterspell wasn't available to get to it.

Thoughts?

SynergyBuild on Master Artificer

15 hours ago

None of these cards are standard, but if you want to make this modern, switch the Sol Rings for Dimir Signets, and the Seat of the Synods / Vault of Whispers for Watery Graves and Polluted Deltas.

To boost the deck, take out all of the Vedalken Archmages and Disciple of the Vaults for Ornithopters/Memnites and some lands. Other good lands could be:

multimedia on Standard Grixis Control

18 hours ago

Welcome to Tapped Out! Looks good, that's a lot of Planeswalkers, haha.

I presume you're playing 1 ofs of all these cards because that's all you have of them? See if you have some more of the great uncommons: Supreme Will, Abrade, Glimmer of Genius, Harnessed Lightning and Censor if you do add them to your deck. I'm not going to give my suggestions of the numbers of these cards as well as others I recommend you play without first knowing if you have any more of them. Do you have any copies of Essence Scatter and Negate? What's your land situation like, do you have any more Canyon Slough or Fetid Pools? A good common draw spell is Hieroglyphic Illumination because it has cycling, do you have any copies of it?

Your deck is a mesh of tap out Control and draw go Control. Tap out because you have to tap out for Planeswalkers, creatures and draw go because you're playing instant speed draw and counterspells. 21x lands is too low for a Control deck. You need 25-26x lands, with 26x the recommended amount to be able to cast your Planeswalkers and make your land drops. I would start with adding 5x more lands. Both Choked Estuary and Smoldering Marsh work much better with more Basic lands especially Swamps. If you don't have any more Slough or Pools I suggest adding 2x Swamp, 1x Mountain and 2x Island.

Due to the casting cost color requirements of all the cards your playing you need just about an even amount of each of the three colors with blue as the most important. Ordinarily, I would suggest that you focus more on blue and red and just splash black as the third color with 8-10x black land sources as this will be much easier on the manabase and allow you to play your cards without getting color screwed, but for now stick to what you have here.

I'm first going focus on the main deck and give you a list of cards I think can be cut for better options:

This is not a large list at all you've done a good job selecting a good amount of playable cards for your main deck. You can simply cut most of these cards for more lands and until I know if you have any more of the uncommons or others I mentioned above I can't really suggest what else to cut and replace.

Overall you've done a nice job of constructing your main deck consider now focusing on bringing more consistency by not playing so many 1 ofs and 2 ofs instead some 4 ofs and 3x ofs of the better cards, hint the uncommons.

Before even thinking about the sideboard and giving you suggestions on it - first lets get the main deck right.

Good luck with your deck.


n0bunga on [List - Multiplayer] EDH Generals by Tier

6 days ago

XDarthRipperX

Missing some staples like Ancient Tomb, Mana Vault, Mana Crypt, Mox Diamond, Chrome Mox, etc. By now they're just staples in mana acceleration that there should be zero reason why any deck claiming to be higher than 4 doesn't run them at this point. Especially for a creature that's .

There's also a significant lack of countermagic like Force of Will, Flusterstorm, etc. No other tutors like Grim Tutor, Imperial Seal, or even Sidisi, Undead Vizier and Cruel Tutor and questionable slots like Sword of the Animist, Choked Estuary or Cancel.

I always dig a good Tribal Zombies, but perhaps we can filter out some of the repetitious slots for more utility creatures. I think the big thing to focus is - how do you want to win, and what do you want to win with? Are the zombies tools for mill outlets/drain outlets? If so you could use a massive overhaul. Are you just going swinging with a horde? The same result still kind of applies.

I'm trying to figure out what Kozilek's in for? I understand if you were doing a self mill deck akin to the Gitrog, but this doesn't seem to be the case - thought I could be mistaken.

Loco-Motive on Chandra/Bolas Control - HOU

1 week ago

Hey, Ol_man, thanks for chiming in with some feedback!

I've made some adjustments tonight prior to playtesting with a buddy who came over. I added in one additional Choked Estuary in place of an Island as well as included a third Glimmer of Genius. I do like the card and it came up handy at the end of my opponent's turn 4. I liked that feeling a lot.

I also am keeping room for the Anticipates that I have in here. Both have their roles. Anticipate, more often than not, smoothed out my mana early in the game. Making sure I had the 4th or 5th consecutive land drop.

Adding in one copy of Unlicensed Disintegration to handle a big threat at instant speed that would otherwise not be affected by an Abrade or, god forbid, even an Hour of Devastation.

I'm hesitant on adding Aether Hubs in here, though. And maybe I'm just overthinking it a bit. I don't use Harnessed Lightning. If I did, Aether Hubs would be an auto-include. As of right now, I'm just not feeling them. Harnessed Lightning took a bit of a back seat for me when Abrade got printed.

Tonight I did some testing with a friend and this deck did well overall. Lost some games here and there but never lost a match! Played against a Fevered Visions control deck, an Energy Pummeler deck, and a Mardu Vehicles deck. All wins. The counterspells in this deck are key. I liked seeing both Anticipates and Glimmers when they came up. Hour of Devastation was a great clean-up.

Interesting interactions with The Locust God was that Anticipate and Supreme Will don't trigger the God, as they specify that the cards are "put" in your hand, not actually drawn. That was a bit of a bummer, but I'm willing to overlook it for now while the God is able to generate his own card draw for more flying tokens! He performed well!

And in my playtesting, I was able to ramp Chandra into Bolas on TURN 5! It felt so good with him coming out that early and he just straight up won the game.

Going to continue to test but this deck gave me all the good feels tonight. It played really well.

Daishimonk on Hedron Salvage

1 week ago

I don't understand the goodness of Aether Hub I see it and its like hey I get a colourless mana and If I want to pay for a different colour I use up the only energy token I have.

With that reasoning I would take those out and throw in one each of Spirebluff Canal, Choked Estuary, and Foreboding Ruins

Nedon31 on Shadow of a God

2 weeks ago

As Foret- promised, here my review:

As you already said we have a lot of similar ideas and cards, so I will focus on the differences between our decks.

Primarily: You are using a lot more slow cards than I am. For a real control deck I don't think thats a very good idea at all. What you are opting for is more of a midrange-y build. I have my doubts about that working out too well, but I also have my doubts that my deck will actually kick any real butt, so who knows.

The big offenders IMO are Torment of Hailfire and Chandra, Torch of Defiance. Both are very big mana investments (if Torment of Hellfire is supposed to actually do something else than 6 damage to your opponent it costs an insane amount of mana), and on sorcery speed. You will not get them through against control, and every other deck will enjoy a free turn.

Also I am kind of wondering about Yahenni's Expertise. It's a good card, but since its sorcery speed the only card you'd really want to hit would be... a draw spell? Or maybe Sweltering Suns, although most of the time Yahenni's Expertise should do the trick, and if not I'd rather run another Bontu's Last Reckoning or two.

Pull from Tomorrow is actually a great card in this deck. Instant speed huge draw spells are amazing, ask Sphinx's Revelation. It also provides another discard opportunity for the Dark Intimations that lie around in your hand. Sad thing is, I couldn't find a space for it in my version of the deck. There are so many more things I wanted to include, but it's a really tight list. But good to see that you did.

The three creatures also kind of bug me. I guess Kefnet the Mindful is a really nice beater, active early, evasion and indestructible, and a permanent instant speed draw effect. For a control deck, the activation condition should also be reasonably consistent. But it's just... Slow cards with no immediate impact :/ I know this is a little hypocritical when you look at my deck and I'm running As Foretold at the same manacost, but Kefnet doesnt quite win you the game as As Foretold does. My understanding stops for Glorybringer though. Worse beater, no draw, higher cost, ability that shouldnt matter, haste I guess? But IMO he and Torment of Hailfire are tied for the fastest to get booted out of the deck.

At this point I noticed that you might be running the one Torment for style reasons, so I guess. It does have a cool flavor. But apart from that it got no place in here.

As for the landbase: The main difference is that you don't run Shadowlands (Foreboding Ruins and Choked Estuary), and I decided against Crypt of the Eternals. I thought about Crypt, but in the end decided that Pyramid of the Pantheon is quite a bit better, and Crypt waters down the consistency a bit for the Shadowlands, so my decision to not run Crypt and your decision to not run Shadowlands may be tied together.

Now for card suggestions. Bear in mind this is for a more control style, if you want to stay midrangey, feel free to ignore.

First things first playset Fatal Push. That card is insane.

Second IMO you need a more versatile and consistent counter. Disallow is the go-to here.

Third I kinda like this deck as a more midrangey version, but I don't think this will be successful as a control deck. +1 Anyway!

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