Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller puts a 2/2 green boar creature token onto the battlefield.
|Have (4)||Mortiferus_Rosa , metalmagic , gildan_bladeborn , sonnet666|
|Want (7)||cole_scholtz , EmanRuoy88 , Etinifni , tloor27 , shiftalope , MikeyCantStop , Suicune|
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|Commander / EDH||Legal|
Curse of the Swine occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GU (Simic): 0.54%
Curse of the Swine Discussion
2 weeks ago
Some cards that have particularly good interaction with Niv:
Curiosity for additional card draw using his ping ability against players.
Riptide Laboratory to reuse some of those supporting wizards.
You could also use some more general removal spells:
Direct Current doesn't do enough to warrant inclusion. Despite its efficiency, you very rarely see Lightning Bolt or similar effects getting played in EDH. The size of the creatures that get played and joint pool of 120 starting life relegate these effects to other formats. Dragon Fodder doesn't really do much either but if its a flavor inclusion, then keep, maybe Niv needs minions to fetch him things or just wants snack food handy. Stealth Mission would probably be better served becoming something like Lazotep Plating. Capture Sphere might be better as Deep Freeze if opposing commanders having activated abilities that don't require tapping. I know I wouldn't care if Sphere hit my Tasigur, the Golden Fang
I have a deck using this same commander if you want more ideas.
3 weeks 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:
- Command Tower
- Sunken Hollow
- Fetid Pools
- Tainted Isle
- Choked Estuary
- Darkwater Catacombs
- Esper Panorama
- Dimir Aqueduct
- Temple of Deceit
- Evolving Wilds
Other budget cards to consider adding (ordered by importance/price lowest ($1 or less) to highest ($3)):
- Diregraf Captain
- Lord of the Accursed
- Undead Augur
- Dreadhorde Invasion
- Mausoleum Secrets
- Carrion Feeder
- Dark Ritual
- Gleaming Overseer
- Rooftop Storm
- Dimir Signet
- Death Baron
- Cemetery Reaper
- Midnight Reaper
- Graveborn Muse
- Dread Wanderer
- Buried Alive
- Fleshbag Marauder
- Ransack the Lab
- Final Parting
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.
3 weeks ago
Suggestions: Elixir of Immortality Grim Monolith Staff of Domination Winter Orb Rings of Brighthearth Ambassador Laquatus Etherium Sculptor Aphetto Alchemist Seat of the Synod Power Artifact Transmute Artifact Capsize Deadeye Navigator Peregrine Drake Grand Architect Pili-Pala Cyclonic Rift Curse of the Swine Psychosis Crawler Command Beacon Paradoxical Outcome Retract Paradise Mantle Sai, Master Thopterist Just thought you could use some of my 2 cents. Let me know if i was helpful or not
3 weeks ago
Ravenrose - Thanks for the advice! I opted for Mystic Retrieval over Archaeomancer since I can cast it off the top of my deck, but maybe it would be good to have another effect of that nature. Mystic Barrier could be something I'm interested in, though admittedly most of the people I play with are not particularly aggressive. Feather, the Redeemed is an interesting idea. I would have to determine if I think I have enough self-target spells to want her. Ponder and Rite of Replication are both great, thus why they're already in the list. Curse of the Swine is an option I am considering as a replacement for Divine Reckoning.
3 weeks ago
I will admit the Yu-Gi-Oh title was the reason I decided to click on this deck as Elsha is not my favourite of the new Jeskai commanders (Pramikon stole my deck builder heart) but looking at your deck I do have a few suggestions.
Archaeomancer is useful for getting your spells back. Mystic Barrier gives you some added insurance with aggro decks. Feather, the Redeemed is useful with Path to Exile using your spirit tokens: instant ramp! Ponder might also be something you'd like. Rite of Replication and Curse of the Swine are amazing sorceries.
I hope this helps!
1 month ago
Regarding Eyes Everywhere, I forgot to mention I recommend what to pull. Looking at the list again, I don't see anything to pull for it except maybe Primal Amulet. But if you use the flipped amulet alot, nevermind.
Also maybe instead of Comet Storm, perhaps try Curse of the Swine as it's less mana intensive. I absolutely love that card and have had so much success with it. You mentioned Day of Judgment, but I think you meant to type Divine Reckoning, right?
Great stuff regarding the talismans vs signets. I totally agree with you there.
1 month ago
I think counter magic is perfectly fine as a concept. It's a way to deal with issues, before they actually become an issue and it examplifies one of blue's main weaknesses: Difficulty in dealing with the board. I used to hate counterspells when I got into Magic again (during Lorwyn, damn Faeries), as they simply seem like a disability to play the game; "I want to play something." - "You may not". I have since accepted their place in the game and their importance.
The reason I still do dislike counter magic is because it exists to provide a strength to cover a weakness. A weakness that since then has been partially filled out by strong answers to the board over the course of Magic's history. One of the main offenders is Cyclonic Rift , especially present in Commander and other multiplayer formats that are significantly slower than Duel Magic (1 on 1). Other offenders are cards that really should be enchantments, but opted for a more nefarious although simpler route: Curse of the Swine and Reality Shift , and their predecessors; Pongify and Rapid Hybridization .
As said by Berry in the article; Blue has the ability to change something from one thing to another. We have also seen various types of such polymorphing done in enchantment form; Darksteel Mutation , Lignify , Frogify . All of this makes perfect sense in what blue is capable of doing.
However doing a change irreversibly like the Curse of the Swine or Reality Shift, is giving hard answers to a color whose weakness is hard answers - at least on the board. Yeah, you replace them with a creature, but a much weaker creature and if a token, one you can permanently remove by having it change zone.
Another issue with counter magic is the tempo shift. The opponent casts a 5 mana spell, you cast a 2-3 mana counter spell. Suddenly there's a disparity of 2-3 mana in the counterspeller's favor. It is mainly equalized because the blue player must have ready mana, resulting in that player not developing their own board state. However that can again be offset by utilizing instant speed spells or abilities that either advance board state or card draw for the blue player.
If the blue player didn't have these chances to apply disparity in mana spent and benefit, the color would struggle to have meaningful strengths, I know that. However the issue is in finding the fine line between how much mana disparity is acceptable. The cat is out of the bag on this one, as there have already been printed numerous versions of unconditional counterspells that have set a precedent for what blue counterspells are allowed to do and how cheaply.
If you compare a counterspell to a destroy spell, the main difference is obviously zone of application and also timing of application. One proactive, one reactive (well actually both are reactive, but you probably know why I have to make a distinction). Reactive spells provide a lot more flexibility in when you're required to use them. Their main problem is that sometimes reactive spells are too late to cause the same mana disparity that a counterspell does. As soon as that permanent hits the battlefield, an ability may come into effect, be it triggered, static or active. A reactive spell cannot avoid that.
Also take into account that blue can deal with any spell in existence, with the possible exception of spells with Split Second, specifically designed to be uninteractive - and still they can be interacted with . If there's a spell that is uncounterable, you can get creative with Venser, Shaper Savant , Time Stop , Mindbreak Trap , Ashiok's Erasure , there's load of ways to get around "uncounterable". Blue is also the color that will straight up see a threat on the board and simply take it for themselves, with Control Magic , Gather Specimens , Blatant Thievery , Expropriate . Effectively a removal, card draw and threat all in one.
No other color can boast the same catch all mechanic. White comes close for something in the same ballpark, but it is still just a bleak imitation - as countermagic goes. And evidently look at that price tag.
In the earlier days of Magic, blue was not the only user of countermagic. I feel like you could provide other colors with more conditional types of countermagic, to better even it out. And not just anti countermagic like Guttural Response . Blue would still be the best, but not the sole user. - White is a color that protects itself, so something like Hindering Light is the most likely avenue to take White Countermagic, anything that touches my stuff - go away. Think Equinox in terms of templating but not necessarily that specific. Giving their spells on the stack protection from a color or supertype or plain "old" Hexproof. - Green already has an affinity to provide hexproof to their stuff, Heroic Intervention and Veil of Summer , so expanding on that seems reasonable. - Red could go the Fork / Shunt route but is unlikely to get countermagic that straight up nullifies other types of spells than spells with targets. - Black is kinda difficult. The usual is just to tack an alternative payment of life, cards or permanents on an otherwise Blue card. Black already have an indirect proactive answer through selective discard, like Duress . The issue is these are all sorcery speed, so if an opponent suddenly starts drawing a lot of cards, it can be difficult for black to be proactive in time. So perhaps just providing Duress at instant speed through a condition would be acceptable. Something like "Instant Duress may be cast as an instant if an opponent has drawn two or more cards this turn." / "Instant Duress may be cast as an instant if the target opponent has 5 or more cards in hand". Any kind of variation on that.
Of course some would talk about color pie bleeding/breaking, but ain't that already happening by giving blue hard removal (by proxy) and large scale soft board removal? I know some of these issues are mainly aimed at multiplayer formats, but we cannot ignore that Magic has grown to be something else than only Duel Magic (1 on 1). Blue's counter magic is here to stay, but is it too much to ask that the other colors can get even slightly in on the action if not directly, then indirectly by interacting more with the stack?
Green has one of the best palettes available to them for a slightly slower format; mana ramp, card draw, large threats, ability to scale well, protective measures, explosive finishers and a hell lot of combo potential and pieces.
I think Green is only beaten slightly by Black in terms of Commander due to tutors in a singleton format. And because Black can cheat mana costs or pays differently, has access to card draw and good finishers, along many more combo pieces.
Blue is one of the only colors that reliably can stop combo or finishers dead in their tracks. Reversibly, they are the color best suited to keep those combos or finishers uninterrupted. They have the best access to card advantage and resource manipulation. And extra turns.
There's a reason that many cEDH decks are mainly some variation of Sultai colors (Green, black and blue) with maybe one added color or full WUBRG. I think this picture would be more diverse, if more colors became able to interact better. The ability to interact is one of the core foundations and strengths of Magic. Counter magic is a pillar of this interaction, more colors should find a way to do it or something similar.
1 month ago
The stax effect on Manglehorn can be randomly useful on top of potentially blowing up a pair of artifacts on ETB.
Curse of the Swine is criminally undervalued removal as it is an exile effect and that is so key in this format.
While you don't have a ton of 6+ CMC creatures, the ones you do have a fairly high impact so having Fierce Empath to load your hand up with bombs could be worth it.