Fetid Pools

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Fetid Pools

Land — Island Swamp

(: Add or to your mana pool.)

Fetid Pools enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

Price & Acquistion Set Price Alerts

AKH

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Fetid Pools Discussion

RPGkyle on Standard U/B Control (Work in Progress)

3 days ago

Thanks @zenozia! As a newer MTG player, I'm thankful for any feedback.

Some of the upgrades I wanted were the exact cards you mentioned, like Disallow instead of Cancel, Vraska's Contempt instead of Hour of Glory and Never, Fatal Push instead of Moment of Craving, and Fetid Pools instead of Desert of the Glorified and Desert of the Mindful. Unfortunately, they are just out of my budget at the moment.

I do think additional Torrential Gearhulk's would help my deck quite a bit. I had considered Duress, but I have preferred using more counters and removal. I'm still unsure if I should include cards such as Censor and Bontu's Last Reckoning.

Nillstan on Dimir Bring on the rats

2 weeks ago

I would cut the Evolving Wilds and Fetid Pools for basics. This will provide a mana base where you always draw an untapped source, rather than having dead mana right when you need it.

Also, I'd get a couple Bontu's Monument so that your rats run for 1 mana a piece. Much easier to flood the board. Also drains tons of life in something like this so it's a win-win. Doesn't hurt your mana curve either.

I wouldn't add Kefnet's Monument though. You're not running a ton of blue creatures so it's only at half effectiveness. Not to say that the second effect is a bad one, there's just better things you could be doing with that mana.

That's what I think.

Chasedrk1 on Cabal Control

2 weeks ago

Fetid Pools is a Island Swamp and it allows for filtering. Works pretty well.

Force_of_Willb on Shade of the Past

1 month ago

There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).

If i was to build i would try out something like this: Creatures (in order or preference):

1 - drops (8): Gravecrawler ($) or Bloodsoaked Champion / Dread Wanderer (budget) - recursion, threats that continue late game and can recover after a sweeper (maybe even one you cast yourself)

Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)

Typhoid Rats - unfavorable to block, trades favorably on defense late game

Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)

Vampire Lacerator, Guul Draz Vampire, or Cryptbreaker, Diregraf Ghoul - choices if you build vampires or zombies

2 - drops (8): Bloodghast, Scrapheap Scrounger - recursion threats

Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense

Most modern decks use Dark Confidant $$$ - some budget options to help draw cards could include Glint-Sleeve Siphoner, Pain Seer

3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.

if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.

Ruin Raider and Grim Haruspex can hep draw you cards to keep you gassed.

4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.

For zombies you could try a combination of Gray Merchant of Asphodel and Korlash, Heir to Blackblade as the legend multiples rule doesnt really count against him. Grave Titan could be an option too.

Vampires the choice is Vampire Nocturnus

Budget considerations include values cards like Nekrataal/Ravenous Chupacabra or Desecration Demon which has seen some success before.

For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.

For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important

Khunjund on GBUW: ₩ᴬʅʅֆ [MTGO BUDGET]

1 month ago

If you wanted an ideal manabase, considering the composition of the deck as it is now, with the same number of lands, I'd say it would resemble this:

2 Breeding Pool

2 Flooded Strand

1 Forest

1 Hallowed Fountain

3 Island

4 Misty Rainforest

1 Overgrown Tomb

1 Plains

1 Swamp

1 Temple Garden

1 Verdant Catacombs

1 Watery Grave

2 Windswept Heath

If you want, you can substitute all the dual lands with budget options of your choice, but in that case, I recommend having at least Canopy Vista, Prairie Stream, and Sunken Hollow (or Scattered Groves, Irrigated Farmland, and Fetid Pools), so you can get them with the fetchlands you already have.

Snivy__ on DOM - Grixis Control

1 month ago

Why no Spirebluff Canal, Fetid Pools, or Canyon Slough? Especially the cycle lands there they really help in my control deck.

Rzepkanut on Cycling lands - Muldrotha

1 month ago

In my Muldrotha build I started out with lots of cycling lands in there but after playing with them I decided I wanted more basics to fetch out of the deck. That value seems more impactful than the cycling value you get from playing a land you cycled once. Now I only have Fetid Pools in there because its a dual land. Plus comes into play tapped mono colored lands in a 3 color deck with an expensive commander is a bad plan anyways.

DrukenReaps on Cycling lands - Muldrotha

1 month ago

I don't mean to be totally dismissive of the idea but the only ones that seem worth while are Fetid Pools and Ash Barrens.

The rest you will cycle and then play tapped so you are effectively paying the cycle cost +1 for lands that don't do a lot for you. Could be nice but rather slow. If you could keep getting them back to hand to do the cycle over and over then it'd certainly seem more worth while, to me at least.

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