Hissing Quagmire

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Hissing Quagmire

Land

Hissing Quagmire enters the battlefield tapped.

: Add or to your mana pool.

: Hissing Quagmire becomes a 2/2 black and green Elemental creature with deathtouch until end of turn. It's still a land.

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Hissing Quagmire Discussion

8vomit on B/G midrange

2 days ago

This deck has potential but u need to cut 9 cards and work on your land base. Llanowar Wastes and Woodland Cemetery would be some good budget options. Hissing Quagmire and Treetop Village would put in work here as well.

Shocker on Classic Rock

3 days ago

I would like to begin by thanking APPLE01DOJ for the comments. I look at your build very often and have used many of your ideas with great success. I have tried Grim Flayer (and intend to try again) without the success that others have had. I have concluded that it must be me and not the card. Perhaps using it more will help me get over that hump. I often switch between Tectonic Edge and Ghost Quarter and do not change it on this list every time. With that written, I probably used Tectonic Edge much more often and have had the most success with it. I am looking to try Field of Ruin because it seems as if that is a great compromise. I agree with your comments about Hissing Quagmire and have included Treetop Village to help speed up the deck (something done after seeing it in your list). I know that I have often used Hissing Quagmire for its death touch ability more than for the damage it causes.

With regard to my match up against both Jund and Junk, it is true that Junk is a tough one, but I have (and it just may be luck) done well against Junk. Since Junk is my alternative build I have some experience with the deck and realize that Lingering Souls is that advantage they have. I feel this deck is better otherwise. So, when I have seen a lot of Junk being played I have used Illness in the Ranks in my sideboard and then I keep in some hand disruption to target Abrupt Decay and Maelstrom Pulse. I don't know if this is truly correct, but it has worked for me (perhaps because many do not expect to see Illness in the Ranks and I have heard on several occasions that since Twin is no longer a deck that card should not be used). I also try rely on my Surgical Extraction and perhaps a Flaying Tendrils if they over extend the board.

Please continue to update your list APPLE01DOJ and comment on mine. I will modify my deck to include some of your suggestions and provide the results as I go. Again, t hanks for you comments.

APPLE01DOJ on Classic Rock

3 days ago

List looks good. I prefer more removal and Grim Flayer over Tireless Tracker but I think Tectonic Edge is just too slow in this meta. I would consider switching to Ghost Quarter or Field of Ruin. I also think Hissing Quagmire is too slow to run 4. Consider swapping some for Twilight Mire or more fetches.

I'd probably swap a Swamp for a third Overgrown Tomb as well. There's just too much land hate in the current meta.

Blue_Flame on The Delirium Game

1 month ago

I dig it. You could definitely play shocklands (Overgrown Tomb) and fetchlands (Verdant Catacombs) in here it you have the budget for them. Both will help you both fix your mana and turn on Delirium. A single copy of Hissing Quagmire won't hurt either.

xyr0s on BG +1/+1 counters

1 month ago

Looks good, in general... but...

Manacurve seems a bit too heavy. In particual, Ob Nixilis, the Fallen are wrong - 5 cmc is a lot in a 22-land deck, and you already have 4 gearhulks. But you don't get to use Ob Nixilis, the Fallens ability much, as you most likely don't have extra lands to drop after you played your 3rd land, much less the 5th. Which means that most likely, he will be a vanilla 3/3. Suggestion: Bring in 2 Duskwatch Recruiter  Flip instead - lower casting cost, and generates som card advantage over time (with 24 creatures in your deck, you should hit something on every activation). Speaking of card advantage, a couple more Tireless Trackers and a couple less Mer-Ek Nightblade would probably be an improvement.

The lands are a bit uninspired. Fetches (works really well with landfall), shocks, buddy, shadow... anything, really. There's even a manland (Hissing Quagmire) that you can put +1/+1 counters on, as long as it's animated. Ghost Quarter, both to fight decks that make funny stuff with lands (like tron-variations), but also to cause more landfall-triggers for your Tireless Trackers.

Minor adjustment: One less Corpsejack Menace, one more Winding Constrictor. Reason being that you want to be sure you get additional counters as early as possible, and 2 mana is a lot less for this deck than 4. It makes it more likely that you can play something turn 3 that gives +1/+1 counters, and get additional counters for your effort.

Clawsun73 on Mimeoplasm EDH Casual

2 months ago

Hello, welcome to EDH!

ADDS:

Firstly, 27 lands is not enough, especially in a three color deck. I would aim for 35-37 in this deck since you have 6 mana rocks.

If you are up for ordering cards, Command Tower should go in any commander deck with more than one color.

Evolving Wilds is exactly Terramorphic Expanse, but having both doesn't hurt for consistency.

Recently rotated from standard lands that are pretty cheap right now: Sunken Hollow, Hissing Quagmire, Lumbering Falls

Pain lands are pretty cheap too: Yavimaya Coast, Underground River, Llanowar Wastes

Counterspell is strictly better than Cancel.

You are going to want Swiftfoot Boots to protect your commander and give it haste.

There are 2 different ways you can go about building the deck.

  1. You can go for easy wins with Blighted Agent and Jodah's Avenger.

  2. Or you can go for more fun stuff like Mycoloth, Sage of Hours, Master Biomancer, and Cold-Eyed Selkie.

Either way is valid and enjoyable, it just depends on who you play with and how you like to play.

For either one though, you need more big creatures for Mimeoplasm's second targer for counters. Some good cheap options are Krosan Cloudscraper and Ghoultree. Inkwell Leviathan and Gaea's Revenge can be used as targets for the first or second ability.

Terastodon can be used as removal and then as counters later in the Mime.

REMOVALS:

Firstly, Gifts Ungiven is banned in commander. If you are playing casually it shouldn't be too big a deal, but I thought I'd let you know.

Artisan's Sorrow or Relic Crush. 3/4 Enchantment/Artifact Removal is a little overkill.

Metallic Rebuke is not very good here because the only non-creature artifacts you have produce mana, so you can't really use the improvise that often.

I don't know if you are going for a recursion theme, but generally in this deck you want your creatures to stay in the graveyard, so Wander in Death, Fortuitous Find, and March of the Drowned don't seem very good in this deck. A little bit of recursion is good in any deck, but this is too much.

Sakuma on Jarad Ooze Combo

2 months ago

Updated 07-Oct-17.

Made changes mostly to fit in the Protean Hulk combo line. Also got rid of lands that came into play tapped (thank you for pointing those out imarockyou).

Out: Doomed Necromancer, Nyx Weaver, Corpse Connoisseur, Void Winnower, Murderous Cut, Hissing Quagmire, Forest, Temple of Malady

In: Protean Hulk, Apprentice Necromancer, Ifnir Deadlands, Twilight Mire, High Market, Massacre Wurm, Carrion Feeder, Walking Ballista

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