|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Rare|
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, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card and put it onto the battlefield. Then shuffle your library.
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Marsh Flats Discussion
2 days ago
No worries, I actually played YGO back in the day so I know the difficulty of adapting to the mana mechanic. It makes for a gameplay with more depths though and I appreciate that the game is not as explosive and streamlined as YGO nowadays. I stopped playing way back when they banned my Yata-Garasu deck though ;D
Fatal Push is a bit of a mean card. Evolving Wilds is a way to make it good but to really make it shine one would need roughly ~8 fetchlands like Marsh Flats and Flooded Strand. I think you can get away with running just 2, it is still great to kill their turn 1 Birds of Paradise, their manland like Celestial Colonnade or their 10/10 Death's Shadow. Few decks don't run creatures 2 CMC or below, and you can always exchange it for something else when it's weak by sideboarding.
2 days ago
I think you'll be able to answer many questions on your own as soon as you run a couple of matches.
Key to understanding a Magic deck is the format you play it in, every format requires a different understanding of the game and some cards can excel in one format while being essentially dead in another. They key to understanding Modern lies often in understanding the best deck in the format, which currently is Grixis Death's Shadow. If you take at a look at the top ~12 decks in Modern, you'll see that (just my estimate out of the blue, but you get the gist) roughly 90% of commonly played creatures in Modern have a converted Mana Cost of 1-4, meaning all of those are pushable. Push is good for several reasons. Just imagine your opponent plays a Thought-Knot Seer and spends 4 mana on his turn for that, in respone you use your Evolving Wilds or Marsh Flats and use Fatal Push, get a land and trigger Revolt to kill it. You just traded a 1 mana card for a 4 mana card, giving you a lot of momentum and tempo. That is why Fatal Push is pretty insane. Path to Exile is also a great, especially so in Modern. Here is why:
It is a 1 mana spell than kill anything from 1-10 or even more converted mana cost, it is the answer to almost all of your troubles and circumvents even Indestructibles. Sometimes you just need an answer quickly, and 90% of the time this Path will be the answer you are looking for. It hits so much!
Most Modern decks have a very low mana curve, there are some that don't even play anything above 2 Mana. Those decks just don't really benefit a whole lot from the additional land. Even if they do, there is no guarantee that they have a big spell or enough small spells to take advantage. And even if they have that, at least you exiled a threat!
Many, if not most Modern decks are in 3 colors or even more. They run a lot of Fetchlands, Shocklands and Utility lands. Some don't even run more than 1-2 basic lands in their entire deck! If they naturally draw those, the downside from Path to Exile is essentially negated.
By costing 1 mana, you can disrupt your opponent's plan while furthering your own. Example: It is turn 4. Your opponent controls a Falkenrath Aristocrat. You have 3 lands, but haven't found your fourth one yet, so ideally you'd want to play Wall of Omens to dig deeper. But you only have Ultimate Price and Anguished Unmaking in hand. You can choose to dig a card deeper and pray to the heart of the cards (:D) to find your land, or you can kill Aristocrat to preserve your life total and lose a lot of tempo by missing your land drop. With Path to Exile however, you can just do both!. You play Wall of Omens and pass the turn, stopping the opponent on their upkeep step after they untap their lands. At that moment you path their Aristocrat, so the opponent only gains a tapped land and you delay the Path to Exile downside for another turn, buying you more time to find your lands and play your creatures.
3 days ago
5 days ago
As strange as it may seem, I would also cut Mishra's Workshop, because the opener would require a lot of artifacts to make it work, it doesnt help you to cast your commander faster. Once I was stuck with this in hand and was missing a single mana to cast the commander, and I was hoping it would be another land... I would also replace a basic land by Peat Bogfor further acceleration, since it can help you cast your commander faster and it can tap twice, which should not be a problem since after two turns tapping it you should be in your winning turn already.
I would also cut both Contaminationand Infernal Darkness, as they play against your gameplan. Yes they slow opponents down, but the idea here is to play your commander as fast as possible to combo earlier. It would make lands such as Ancient Tomb tap for less, which is bad, you would need to invest mana to keep it alive (which is bad) or you would need to sacrifice creatures to keep it alive, which also is bad since you want to have those creatures available to sacrifice for your commander's ability. I would go for more speed, so Grim Monolithand Dark Confidant, a mana positive rock and a small creatures that could come down early, help you draw faster into ramp pieces, and could be sacrificed during your combo turn. This would also lower your average CMC in case or Ad Nauseamplay, which is not bad also.
To prevent your life total, I would think about cutting fetches. They are not of that much use, since deck thinning is so small in a 99 cards deck, and you would only get basics. I would replace them with basic lands, it would preserve you some life (they are not played in storm decks such as ANT Sidisi because you want to keep as most life as possible for AdNaus, it also is the case here).
1 week ago
Yeah, If budget isn't a constraint the go to is usually 4 Marsh Flats And 1 Godless Shrine If thats to much money 4 Concealed Courtyard would work im sure. I know Leyline of Sanctity is only 1 card and not every deck runs, But that thought ran through my head until I experienced it myself and it feels sooooo bad
1 week ago
I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:
Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.
Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.
Lastly, Grasp of Fate is still missing. This card is really hard to pass up.
I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...
You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.
The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.
My suggestion for your ideal land base would be...
1x Ancient Tomb
1x Arid Mesa
1x Marsh Flats
I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol
1 week ago
I am looking to get pieces towards the new deck that I am making. I am currently looking for:
1x Inquisition of Kozilek
2x Spectral Procession
1x Abrupt Decay
3x Gideon, Ally of Zendikar
2x Nissa, Voice of Zendikar
3x Sorin, Solemn Visitor
2x Marsh Flats
Here is My Binder to look through to see if we can work something out. Please note that I am not eager to trade off my fetch lands unless it is for my higher valued wants or other fetch lands.