Mortuary Mire enters the battlefield tapped.
When Mortuary Mire enters the battlefield, you may put target creature card from your graveyard on top of your library.
: Gain .
|Want (2)||Brianne , OAsiscon|
Printings View all
|Commander 2020 (C20)||Common|
|Commander 2019 (C19)||Common|
|Commander 2018 (C18)||Common|
|Battle for Zendikar (BFZ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Mortuary Mire Discussion
1 week ago
Snips500: Hey, thanks a lot! Yeah, you're right. I should have at least one Evolving Wilds in here. Also, now that I look at this deck, I don't think Mortuary Mire will do as much for this deck as I'd hoped, so now I'm thinking if I took them all out and added 1x Evolving Wilds and 2x Jund Panorama that might be better.
And yeah Rancor is a good idea, and I'm pretty sure I've got some tucked away somewhere.
Thanks for the advice!
1 month ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
1 month ago
Hugh fan of Geier Reach Sanitarium/Mikokoro, Center of the Sea. I'd post them separately but generally they fill the same roll. They both act as budget, but on-a-land equivalents to Temple Bell. That means you can draw in a pinch, and even play politics somewhat, but additionally has another use in many play groups, where you need to stop opponents' from casting the all-to-popular Thassa's Oracle/Demonic Consultation combo.
If they cast the combo, as the trigger is on the stack, you can easily kill the play by just drawing either either land, or even a Temple Bell if you own one to kill them, because Oracle doesn't actually have Laboratory Maniac's text constantly, just for a moment.
While yes, this is a specific situation, and not super common, there are tons of times in colors without much draw that you just need one more dig, or where you need to have each player team up on one opponent, and letting everyone dig will help the 3v1, as you get 3 draws and they get just 1, or at least 3 loots vs 1 loot.
Ever had a time where you had a tutor-to-top effect and needed a draw, like with Doomsday, Enlightened Tutor, Goblin Recruiter, merfolk harbinger, or a card like Noxious Revival or even another utility land like Hall of Heliod's Generosity/Mortuary Mire? These lands let you take that card and start going off with it. Both are also amazing with Notion Thief and Smothering Tithe style effects too!
And all of that is on 2 lands that any deck can run, enter untapped, and just tap for colorless as the downside!
(Btw sidenote Castle Locthwain could easily fill a lot of these roles too, and Arch of Orazca deserves a mention, but these are a little different, for Oracle hate Cephalid Coliseum is also great, and is just a busted card)
2 months ago
There's a thousand reasons to play taplands:
As I mentioned earlier in the thread: Critter lands, they wear equipment pretty well after a boardwipe, to swing in for the final points of damage
you want to win with Maze's End
you have lifegain synergies
you have landfall synergies in budget and Evolving Wilds is your way to go about it
you have a graveyard synergy deck and Mortuary Mire recurs your needed piece
cycling lands (Forgotten Cave) in the early game when you dont need the carddraw yet
you play 5 colors on a budget and therefor you play Vivid Crag and the rest of its cycle
Dryad Arbor is basically a tapland that you can use Green Sun's Zenith to search up (not really tapped, but it is summoning sick, which means you can't tap it for mana the turn it comes into play either)
Hideaway lands (Mosswort Bridge and the like)
2 months ago
Update: Replaced Champion of Stray Souls, Hedonist's Trove, Mortuary Mire, Plaguecrafter, Shadows of the Past, and Noosegraf Mob and put in a few cards: Clackbridge Troll, Crypt Ghast, Hex Parasite, Imp's Mischief, Sanctum of Eternity, and Dictate of Erebos
2 months ago
2 months ago
WhrThRdFrnGr0w5: Depends on your meta and what type of powerlevel you're trying to go for. Mortuary Mire is not a card we want in our hand mid/late game at a higher level, since it enters tapped. However, if you're short on some recursion cards, due to price or availability, it's a decent trade off for a land cantrip. Yet, for more tuned levels, we would want to make sure to capitalize all our cantrips to keep our opponents hands empty.
I have not experiemented with Witch's Cottage, and since I had a small step away from Magic during Eldraine, that is something I'd consider putting in, in place of a Swamp. Might actually look into whether I have one that I opened and forgot about, or my LGS has one foiled, since it's a common after all. Thanks for the reminder!