Marsh Flats

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Zendikar Expeditions (EXP) Rare
Zendikar (ZEN) Rare

Combos Browse all

Marsh Flats

Land

, 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

mymanpotsandpans on W: Hazorets H: Stuff

12 hours ago

I have a The Scarab God and a Hazoret the Fervent. I am looking for some Thoughtseize,Path to Exile and Marsh Flats. Let me know what you still need.

Thanks,

Mymanpotsandpans

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

GeminiSpartanX on UB Mill

1 week ago

If you don't want your list to absolutely fold to Blood Moon, I'd add a basic Swamp. Having 5 colorless lands is also a little greedy for a deck that needs 2 colored sources on turn 2 to function properly. I'd -1 Darkslick Shores and -1 Ghost Quarter for +1 Flooded Strand (more crab synergy) and +1 Swamp. Without a basic swamp in the list, running Marsh Flats is strictly worse than a Flooded Strand or any other blue fetch since flats can only get a Watery Grave. 4 Profane Memento seems like overkill when you're already running 3 Crypt Incursions in your 75. Normally resolving 1 incursion against agro is enough for me to live until I find the final few mill spells. Maybe replacing one with the 4th push and a counterspell for control/combo decks would be better? I also find that a SB Ashiok, Nightmare Weaver does work against creature-light control/combo decks if you're interested in that route. Looks like a solid list though! +1 from me!

taylorg95 on Sir Mill Crab

1 week ago

Thank you TheSurgeon and GeminiSpartanX for the feedback. I removed 1 Ghost Quarter and 1 Marsh Flats to add some basic lands. 1 Island and 1 Swamp. Also Removed the 2 Wall of Denial to add 2 Ensnaring Bridge.

SideBoard

Most definitely removed the 2 Shelldock Isle and the 1 Emrakul, the Aeons Torn it was there for funsies. Removed 2 Erase 2 Cyclonic Rift.

Added 2 Damnation 2 Darkness 2 Fragmentize 3 Mesmeric Orb.

Please tell me what you think of the new changes :)

GeminiSpartanX on Sir Mill Crab

1 week ago

It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.

Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!

Sparky41 on W: Hazorets H: Stuff

2 weeks ago

I have a The Scarab God Id be willing to trade for random value like 2x Thoughtseize or something. You said you didnt want to trade eternal lands for it? Id be super happy to do a Marsh Flats or Misty Rainforest for it if youd be down-thats technically a $10 profit for you right now.

Tethys on Mardu Mentor

3 weeks ago

+1, Nice deck! Four things though regarding fine-tuning it:

1) Given this deck's mana requirements, the importance (and prevalence) of Turn 1 and 2 disruption spells, and the relevance of these cards in playing around Blood Moon, I'm not sure your spread of basics is optimal. At very least, I would advocate running 1/2/2 Mountain/Plains/Swamp over the deck's current 2/2/1, and personally, would probably go even further and run 1/1/2 Mountain/Plains/Swamp and up the number of Marsh Flats from 1 to 2. Four basics is totally sufficient IMO, and this would still leave you with 9 fetchable lands for 7 fetches.

For comparison, I have been tuning the land base for B/W Tokens for a long time and have found the optimal distribution to be 9 fetches to 6 fetchable lands (four of which are basics). Granted, that is for a two color deck and you are definitely going to have to run more Shocks than I do, but I can tell you that 2 mountains and 2 plains in a 19 land deck is inevitably going to result in more mulliganed hands due to mana conflicts. On that note, your total land count also seems a little low even given the four Baubles. Getting Monastery Mentor out relatively early is usually pretty important, so I would bump the total land count up to 20.

2) To an extent this is personal preference, but I think you are going to get more value from running Vault of the Archangel for your colorless utility land than you would from Westvale Abbey  Flip. Your deck has a solid amount of mainboard lifegain opportunities already, but it's hard to overstate the value of being able to turn your 1/1 tokens into Deathtouch killing machines against decks like Eldrazi Tron, Grixis Shadow, Merfolk, Humans, etc. On the other hand, even if you are able to ultimate Westvale Abbey  Flip, which is less often in practice than you might think, Ormendahl simply dies to Path.

3) I assume you have Slaughter Games in the sideboard for Combo hate, but in a 19 or even 20 land deck, that card is going to be too slow in practice most of the time, especially against Storm. Surgical Extraction is far and away the superior card, especially given that you are running 8 discard spells.

4) Your suite of sideboard graveyard hate is very strong, and if your meta is filled with Storm and Snapcaster decks, I can't argue with your choices, but given that RIP significantly devalues your own copies of Lingering Souls, I would at least advocate considering Nihil Spellbomb as an alternative, both for the fact that it is one-sided, as well as for the value of the cantrip.

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