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

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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

Clawsun73 on Mimeoplasm EDH Casual

1 week 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

1 week 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

PesteNoire999 on Aggro budget mono G

1 week ago

Bel mazzo, mi piace molto compatto e anche se budget pu dare qualcosa nei tornei senza ombra di dubbio.

In caso vuoi aggiornarlo in un futuro, ti consiglio:

Hissing Quagmire

Treetop Village

Rancor

Dungrove Elder

Scavenging Ooze

Thrun, the Last Troll

Courser of Kruphix

zephyr_chang on Grisly Splinterfright

2 weeks ago

I would cut the Jarad's Orders and Sudden Reclamation and the planeswalker. I think those are the cards with the least impact when played. You still have 9 spells (Salvage, Commune, Loam) that fill your Graveyard and you have creatures that can do the same (Splinterfright, also consider Satyr Wayfinder), and natural attrition (i.e. when your creatures die), so don't worry about there being not enough creatures in your graveyard.

I would use these 8 free slots for maybe 4 removals and 4 more creatures. It might be that 21 creatures is still a bit low for this deck - the tension being you need a critical mass of creatures both in your graveyard and on the battlefield. But it is a start.

And you can work on slowly improving your mana-base as well. The on-color fetch (Verdant Catacombs) is a bit pricey but maybe Blooming Marsh, Hissing Quagmire or Overgrown Tomb if you can manage it?

janda_42 on BG Sacrifice

1 month ago

Modern is known for being a very fast format. Playing cards that cost upwards of 5 mana means that you'll probably never be able to cast them in a competitive environment. This is a good deck idea, but playing cards like Butcher of Malakir, It That Betrays, and Consume the Meek cause your deck to not be as effective as it could be. Though a bit pricey, because you are sacrificing so many things, Fatal Push will work as excellent removal. Even an un-revolted fatal push can kill quite a few popular modern cards (i.e Tarmogoyf, Dark Confidant, Baral, Chief of Compliance, etc.). In terms of your lands, I would suggest things like Hissing Quagmire, Llanowar Wastes, and Woodland Cemetery. If you are able to spend more money on your lands, I would suggest Overgrown Tomb. This deck has potential and I am excited to see where you take it.

usaDiabetic on Hapatra, Poison Snakes

1 month ago

Parallel Lives and Doubling Season for more tokens.

Serrated Arrows for more counters.

Verdant Catacombs, Hissing Quagmire, Nykthos, Shrine to Nyx for lands.

Craterhoof Behemoth Chord of Calling as a finisher and a tutor.

Either way you go, sweet build friend!

VraskaTheCursed on If I activate a land ...

1 month ago

The way combat functions is that:

  1. Attackers are declared
  2. Blockers are declared.
  3. Combat damage happens.

Players each get "rounds" of priority before/after each of the steps. For instance, if your opponent is the active player (AP) and says "Move to declare attackers" or something along the lines of that, you have the chance to respond before the Declare Attackers phase begins.

Similarly, when your opponent says (or implies - keep in mind that 99% of people don't actually spell out each combat phase, you just have to specify when you're activating a certain ability or casting a certain spell) "Move to declare blockers step", you can respond by turning your land, say Hissing Quagmire, into a creature. Now, the quagmire can be declared as a blocker if your opponent doesn't respond again. Similarly, with flash creatures, you can flash in the creature before blockers are declared to be able to block with it.

That was a bit verbose, let me know if you need some clarification :)

multimedia on Double Negatives

1 month ago

Why are you getting so stressed? This game doesn't have to be serious. If it's stressing you out so much that you want to quit because of it then just play for fun. Look into drafting Amonkhet with some friends or check out Commander and buy a premade deck, it's much more fun than Standard. If you're not playing the game competitively you shouldn't be stressing out over it. Ixalan is also coming to Standard and the set looks very fun with Dinos, Pirates and an overall tribal exploration theme.

Don't get the idea that looking at other peoples decks is a bad thing because it's not. In fact it's quite the opposite when you're learning. Looking at established decks gives you a much better understanding of how to correctly build a deck from the start. I'm not saying to copy a deck card for card, but it's fine to get some inspiration from established decks and see what cards are working and what cards are not.

Grasp of Darkness, Hissing Quagmire and Noose Constrictor rotate out of Standard in a month, end of Sept. meaning you have little time to play them in this deck. You're better off starting out not playing them and cutting them for other cards. Evolving Wilds or Foul Orchard can replace Quagmire, Ammit Eternal can replace Noose and Grind / Dust can replace Grasp.

In my opinion Hapatra, Vizier of Poisons, Ammit Eternal, Grind / Dust, Obelisk Spider, Channeler Initiate, The Scorpion God(requires a splash of red), Banewhip Punisher and Ifnir Deadlands are the best cards for the -1/-1 counters archetype. I essentially just build a deck with this list.

Here's a core to consider:

  • 4x Hapatra
  • 4x Eternal
  • 4x Channler
  • 4x Spider

  • 4x Grind

  • 4x Deadlands
  • 4x Wilds
  • 4x Marsh

Cards to support this core:

  • 3x Punisher
  • 2x Scorpion God

  • 2x Splendid Agony
  • 3x Blossoming Defense
  • 2x Key to the City
  • 2x Nest of Scarabs

Eternal might be the best overall card for this archetype because he's a big body, 5/5 who you can put counters on and remove them. He's especially good with Hapatra. I would start any -1/-1 counters deck build with 4x Eternal. Channeler is next because it can make mana of any color which is great and is something you can take advantage of in this archetype. Three drops are pretty important here, a turn two Channeler gives a much better chance to cast a three drop turn three. If you can keep Hapatra alive she can take over a game, that's powerful for a two drop. As long as you have ways to get counters on creatures or can attack with her. She's pretty fagile, expect her to die and even though she's legendary I would still play her as a 4 of because having her in play is very good.

Scorpion God is worth splashing red for, something for you to consider. You can splash red with 4x Channeler, 4x Wilds, 1-2x Mountain. You could also consider adding 4x Attune with Aether and Aether Hub.

This archetype is about synergy with all your creatures therefore keeping your creatures alive especially Hapatra and Eternal is important. My suggestion is to add Blossoming Defense because it can protect a creature from targeted removal and also pump it. I would cut Festering Mummy, it's not good enough for Blossoming. I would also cut Ruthless Sniper for Grind / Dust. It's no guarantee that Sniper does anything for you because it requires other cards and mana to do anything, but Grind can get counters on creatures right away and Dust has potential to exile a lot of your opponent's creatures. Channeler can help to cast Dust.

Deadlands is a better Swamp for this archetype because of it's synergy. I would cut 4x Swamp for 4x Deadlands. Spider can help to gain life back that's lost from Deadlands.

Good luck with your deck.


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