Curse of the Swine

Legality

Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare

Combos Browse all

Tokens

Curse of the Swine

Sorcery

Exile X target creatures. For each creature exiled this way, its controller puts a 2/2 green boar creature token onto the battlefield.

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Curse of the Swine Discussion

xyr0s on Mono Blue Control

1 week ago

Devastation Tide is a pretty good card, and you could also use something like Opt to enable it.

Nimble Obstructionist has its uses (2 rather different uses, really), and a couple of those could be better than a lot of other cards. A slightly similar card, but perhaps more for the sideboard: Squelch. But it really depends on what you play against mostly - a lot of tron decks or fetchlands, and it should be mainboard. And now we're at it with the counterspells: Remand is sometimes the same as an extra turn. It's even more fun if you add an Isochron Scepter (bounce and draw every turn). A single scepter should do - more than that ends in card disadvantage and artifact removal.

You play a lot of creatures that draws cards when unblocked, so Distortion Strike is perhaps something for you?

You could also consider Curse of the Swine if you meet a lot of big creatures.

Wall of Frost isn't really worth it. It doesn't help you win, and while it doesn't die to Lightning Bolt all other kinds of removal works just fine against it, so it doesn't really hold attackers back as well as you'd like.

Ravenrose on Accursed Potions and Twisted Notions

2 weeks ago

I love this deck! Everything from the name down to the theme and synergy is impeccable. It is a little stereotypical but hey, it is creative and well done. May I also suggest Polymorphist's Jest and Snakeform? Psychic Venom is also a good one - in the Medieval Age, witches were believed to be able to poison the mind of their victims and make psychic attacks. Palace Familiar is synergy (owlet's wing). Curse of the Swine is related to Circe, the Ancient Greek Witch of Aiaia, daughter of Helios and Perse (mother of witches). In some myths, she is believed to be the daughter of Hekate, Mother and Goddess of all witches, witchcraft, folk in the road, necromancy, the moon, dogs and divination. This deck is missing a counterspell so why not try Swan Song. My last suggestion is Mystical Tutor. I hope these help!

If you have some time would you look at my Morai, Otherworld, Pagan and Dracarys decks?

DanowarElf on LocustGod looks bigger than a 4/4 or izzet just me

1 month ago

Amyas - Thanks. What's funny is I just took those out today... In playstesting, I found that they're both great, but completely dead draws early game. I've reconsidered though and put them back in because they DO just win games with LG and one good draw spell. For now I removed Fellwar Stone (my worst rock) and Curse of the Swine (my least effective 'wipe'). Thanks again!

Mendel12 on Hunted Harmony

1 month ago

what about Curse of the Swine? its good token generating mass removal

succeeddamnyou on It takes tooth to make a thing go right.

1 month ago

Glen Elendra Archmage nombo's with Pir, Imaginative Rascal not sure if that makes it worth dropping but other counterspells are available, you could maybe get a Cryptic Command for a similar price.

Tishana, Voice of Thunder is also pretty sweet even if you're not going super wide. Primordial Hydra exists, never forget it exists. Reality Shift and Curse of the Swine are other removal options. Any clone effect is good with Toothy. You clone Toothy, sac the one with counters on to the legend rule and draw a bunch of cards, which then puts all those counters onto the clone. You can then do the reverse operation with the real Toothy and sac the clone for even moar hardcorecarddraw.

Also Temple of Mystery

TheRealYiazmat on Tatyova, Benthic Druid

1 month ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.

In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.

For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.

For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.

Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

xyr0s on Forged Future

1 month ago

Here's how I would start on a midrange blue deck with focus on your favourite sphinx. I tried not to bring any cards that only allow for looking at the topcard, and apart from that just quality blue dudes. Plan for the deck is to stay alive (and it might need more and better stay-alive cards) until some kind of card machine starts rolling - either Magus of the Future og sphinx + top-deck-spying.

Perhaps grand architect feels a bit lonely, either needing something like Chasm Skulker or more Master of Waves, to make tokens to buff, or something artifact to help cast.

Creatures - 18

4 Conundrum Sphinx

2 Magus of the Future

4 Grand Architect

2 Thassa, God of the Sea

2 Kira, Great Glass-Spinner

1 Master of Waves

1 Nimble Obstructionist

2 Harbinger of the Tides

Spells - 20

4 Vapor Snag

2 Remand

4 Condescend

4 Serum Visions

1 Curse of the Swine

2 Spell Pierce

3 Spreading Seas

Lands - 22

15 Island

1 Halimar Depths

3 Field of Ruin

1 Minamo, School at Water's Edge

2 Faerie Conclave

1 Oboro, Palace in the Clouds

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