Choked Estuary

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.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (2) Cactusman , the29ster

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Heirloom Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Choked Estuary occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

UB (Dimir): 1.95%

Choked Estuary Discussion

Amoskeag on Cursed Energy Grindstone

1 month ago

Hey! Mill is always a fun strategy, here are my thoughts for this "Cursed Mill" deck.

Fraying Sanity will make your mill effects much better, even when they "Whiff" on your Grindstone, and speaking of Grindstone, Painter's Servant is a really fun combo with it but BOY it's a pretty penny right now so let's forget about that. The other curse that flys to mind is Curse of the Bloody Tome, keep dumping that library into the yard!

Energy Field is for sure a neat card, but you have to basically stop playing the game to keep it in play, that's big sad energy when you want to stall out the game and pull ahead. Call me crazy but with a White or Green Splash, you could play Wheel of Sun and Moon enchanting yourself, preventing you from ever losing your Energy Field do to its ability! but that's something for version 2 of the deck I'd say.

And now that M21 is on its way you get some copies of Bruvac the Grandiloquent, it's totally made to improve your game plan!

Rewind is cool but you seem to have plenty of the "untap x lands" effect, Remand would give you the ability to stop a player's turn and draw you a card.

Since currently this is a 2 color deck, and you want mana rocks, drop the Star Compass and just use Talisman of Dominance if you don't have the basic land you need it's going to hinder your ability to play, Talisman pings you for colored mana (not the colorless note) but you'll be able to get exactly the mana you need without getting caught by luck of the draw.

Furthermore, your mana base is comparable to a burn deck's count, your going to be getting to 3 lands as a top-end consistently with proper shuffling. you have cards in the 4 and 6 mana range, you'll want to get to 21 or 22 lands so you are making your land drop every turn. Your mana base can also be made more consistent with a few two-color lands, I would recommend the Scry Lands as a starting point. Temple of Deceit would be the one you want. Also Castle Vantress. Other lands you can use to improve the consistency of your mana base include Drowned Catacomb, Choked Estuary, Underground River, and Watery Grave. Creeping Tar Pit serves an additional purpose of being a creature you can use to close out the game if the mill isn't working, also it's Unblockable yay!

Balaam__ on Dimir Mill

1 month ago

Nice build, looks pretty effective. I’d definitely swap out Choked Estuary for Watery Grave or Polluted Delta, or ideally Underground Sea (although that’s prohibitively expensive).

Prospekt on Sultai Self-Mill

3 months ago

Okay so here's a bunch of suggestions that fit Gyruda's requirement and then some things to then take out.

Put in: Arcane Signet, Wake the Dead, Gravespawn Sovereign, Embalmer's Tools, Sakura-Tribe Elder, Disciple of Bolas, Forgotten Creation, Notion Thief, Oversold Cemetery, Skull Prophet, Clever Impersonator, Garruk Relentless  Flip, The Cauldron of Eternity, Sire of Stagnation, and Razaketh, the Foulblooded. The cards in your maybeboard seem good too.

Take out: Cranial Archive, Enhanced Surveillance, Devious Cover-Up, Gather the Pack, Migratory Greathorn, Polukranos, Unchained, Shepherd of Rot, Vengeful Dead, Void Beckoner, and all petitioners.

In terms of land, there are a lot of cheap options to include that will make a three color deck a lot better: Choked Estuary, Sunken Hollow, Botanical Sanctum, Blooming Marsh, Fetid Pools, Hissing Quagmire, Drowned Catacomb, Hinterland Harbor, Woodland Cemetery, Bad River, Ash Barrens, Dakmor Salvage, Exotic Orchard, Witch's Cottage, and stuff like that. Replace the guildgates and bounce lands and a few basics with those if you can.

And lastly if you want to run the petitioners then you should put more of them in, otherwise having just 8 won't do a whole lot for you most of the time other than for fun.

DemMeowsephs on Scarab, God of Thieves

5 months ago

I'm not sure if these are out of budget, but I would consider some of the following lands:

Again, not sure if this out of budget or something, but nonetheless hope this helps! if it does be sure to upvote my deck: Double Trouble EDH, I would appreciate it! Anyway, Good luck on your deck, hope this helps, and have a nice day!

Ianm on From The Depths

5 months ago

Treasure Cruise could be a great addition for you and Censor for counterspells.

Have you considered adding Choked Estuary or Drowned Catacomb for dual lands. Your tapped lands seem a little slow.

Vampire of the Dire Moon doesn't seem like it fits in this deck.

multimedia on Zombie Deck 1.1

6 months ago

Hey, nice start, welcome to Commander and TappedOut :)

You can't play 2x Plague Wight in a Commander deck. Can only play 1x of every card except basic lands. The Scarab God is a powerful card as Commander General and at $30 it's not a budget card so it's great that you have it to make your first deck with.

Commander's Quarters has good overall ideas for decks, but best to not use the manabases they provide as good examples of manabases. Quarters makes budget decks, but it's deceiving because the manabases that they use are terrible since they don't allocate any of the budget for lands. Manabases are an afterthought in decks Quarters makes which is not good when the majority of people that view their content are new players who need guidance in how to best play Commander on a budget. Manabases are just as important in Commander then what creatures or other spells you play because you can't cast those cards if you don't have the right mana.

29x basic lands is fine for a one color deck, but when you're playing a second color you need more dual lands that make both colors that way you don't get color screwed having only one color of lands, but cards in your hand are the other color. As you play more Commander you will see that the majority of expense of a deck comes from the manabase because good lands in Magic are damn expensive. Most lands are expensive price, but there's still budget lands that are good such as Command Tower which is $1 and is one of the best, if not the best land, for multicolored decks in Commander.

Lands to consider adding:


Other budget cards to consider adding (ordered by importance/price lowest ($1 or less) to highest ($3)):

Other than Scarab God you only need a few budget blue Zombies and a few other budget blue cards, you don't need very much blue because the majority of Zombies are all black. Budget blue Zombies that are worth including are Diregraf Captain and Gleaming Overseer, that's it. Other budget blue cards that are worth including are Rooftop Storm, Countersquall, Negate and Wonder.

Because of the land situation not being ideal then consider cutting all cards with double blue mana costs? Cards with single blue and double black are fine, but double blue is too difficult to make with so many Swamps. Cards such as Pondering Mage, Curse of the Swine, Didn't Say Please could be cut.

Lords help to make your Zombies bigger by increasing their power/toughness (anthem) or giving them all other abilities. The four budget Lords (Captain, Accursed, Baron and Cemetery) are a good place to start to make upgrades. Captain and Lord are each $1 or less making them excellent first upgrades on a budget. Captain, Undead and Midnight are Zombies who give you value when your Zombies die and your Zombies are going to die especially from board wipes.

Buried, Ransack and Parting help to put creatures into your graveyard to use Scarab's activated ability with. Buried and Parting can tutor for and put Wonder into your graveyard which can be a win condition with Zombies giving them all flying. Parting can do both for Wonder, putting it into your graveyard and tutoring for an Island if you need it to activate it.

I offer more advice. Good luck with your deck.

triproberts12 on Copy That Sir!

6 months ago

Oh, and sorry this is coming in bursts. I'm just noticing one thing at a time. The other thing that will vastly improve this deck is getting some of the tap lands out. Unfortunately, any dual land touching blue is absurdly expensive, so I won't lecture you on how a fetch/shock/ABU dual manabase is always correct. There are some budget options, though:

Shocks were reprinted relatively recently, so investing in Blood Crypt, Steam Vents, and Watery Grave now will improve your deck's speed, and if you run the slow fetches Bad River, Mountain Valley, and Rocky Tar Pit, the mana should be very consistent, as well. Drowned Catacomb, Dragonskull Summit, Choked Estuary, and Foreboding Ruins also like more basic land types. Grixis Panorama and Ash Barrens are nice, because they can come down untapped or fix!

Temple of the False God is garbage. Being stuck on 3 lands and Temple until turn 6 will slow you down. Yep.

As for tapped lands, Temple of Deceit, Temple of Malice, and Temple of Epiphany are in-print now, so they'll be good replacements for whatever vanilla dual lands are left.

Rasaru on Dimir mill

6 months ago

This first thing I want to say is don't get discouraged. A lot of people underestimate the mill mechanic. Sure, you'll have some bad games, but it makes winning soooo much better! For example, I played my Drawing Dead deck today against against my buddy, who ran his mono red dragon deck, and milled all 100 of his cards at the end of my turn 6.. Victory has never tasted so sweet!

Do you want to keep your deck in the Dimir family (black & blue)? If yes, then let's get started!

  1. We definitely need to upgrade your land base. Minus your basic land drops, everything else comes in tapped, which puts you at a huge disadvantage. That's almost 50% of your land drops. Upgrading a card like Dimir Guildgate, to a Sunken Hollow can give you an advantage. In this example, there is absolutely no downside. While your Dimir Guildgate will come in tapped no matter what, your Sunken Hollow has the potential to come in untapped, so you can use it immediately. I believe you can find these for about $1 each, at your local card shop. I'd also consider swapping your Dismal Backwater for something like Choked Estuary. While 1 life could make a difference, I bet you'd rather have that playable land more often. I think those come in around $2 ea. Simple fixes for about $8 bucks.

Are you familiar with how to play Dimir Aqueduct "efficiently"?

*NOTE- I wouldn't recommend purchasing any upgrades until you figure out what others upgrades you want! Your mana needs could change based on the other changes you make.

More to come! I need to head to bed!

Load more