Polluted Mire

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Common
Commander 2014 (C14) Common
Premium Deck Series: Graveborn (GRV) Common
Duel Decks: Garruk vs. Liliana (DDD) Common
Beatdown Box Set (BTD) Common
Anthologies (ATH) Common
Urza's Saga (USG) Common

Combos Browse all

Polluted Mire

Land

Polluted Mire enters the battlefield tapped.

: Add to your mana pool.

Cycling (, Discard this card: Draw a card.)

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Polluted Mire Discussion

Robot_Drew on Commander Inalla

2 months ago

Lands and Mana

First off, I don't recommend going above 37. Your curve is currently under 3.0, so you could go as low as 35, but start with 37.

Second, basics are always a great alternative. using the top right pie chart, mapping 37 basics to the color distribution of your nonlands isn't terrible. If I advocate cutting something but you don't like/can't get what I recommend, I'd say basics are better.

Cut:

  • Bottomless Pit
  • Dwarven Hold
  • Sunscorched Desert
  • Sand Silos
  • Mountain Valley (can only fetch a mountain, so worse than a basic Mountain
  • Irrigated farmland (lol)

I like basics more than the above. They either slow, don't do enough, etc.

Look to add:

  • Friendly Lands: Dragonskull Summit, Drowned Catacomb, and Sulfur Falls. When running a lot of basics and duals, these always come into play untapped.
  • Tango Lands: Sunken Hollow and Smoldering Marsh. These also should come into play untapped, and have basic land types, which are useful over time.
  • Amonkhet cyclers: Canyon Slough and Fetid Pools. Cycling is great when you have enough mana and topdeck this, but all color-producing cycling lands come into play tapped. These are dual color and have basic lands types, so they're better than stuff like Polluted Mire, but it might be good to run the mono-color stuff, too.
  • Storage Lands: Dreadship Reef and Molten Slagheap. These are categorically better than what you run, and are decent when you're out of use for open mana.
  • Higher budget things, like fetches and shocklands: Steam Vents, Blood Crypt, and Watery Grave. On-color fetches are the most important, then off color and shocks are equally important. Once you get fetches, stuff like the Tango lands and cycling lands with basic lands types are a lot better.

Artifact Mana

Get all artifacts that product colored mana that cost 2 to cast. Signets, talismans, diamonds, etc., are great way to get out of the gate faster and let you run a lower land count. 37 land and Sol Ring is good, 37 lands and 6 mana stones is far better. In your colors, you'll be able to discard them off for better things in the late game.

There's always more, but I'd start here.

costrander3689 on The Hungry Gitrog

6 months ago

I like the super budget, but still effective deck. I'd immediately add Drownyard Temple, which you can sacrifice to Gitrog and then pay 3 to get it back.

Other suggestions for lands would be to add all of the black/green/colorless cycle lands (i.e. Polluted Mire, Slippery Karst, Tranquil Thicket, Barren Moor, Ash Barrens, Blasted Landscape, Desert of the Indomitable, and Desert of the Glorified. I'd also consider any of the lands that either sacrifice to get you more mana or lands Evolving Wilds/Jund Panorama None of them are more than $0.20 or so on TCG Player, and are super available. There are way more than this, but these are the ones you're most likely to find for cheap, and avoids fetch lands.

I won't tell you how to build your deck, but this is definitely a way to add some extra card draw and advantage to your deck.

Happy building!

Asyndeton on Liliana the discarded healer

7 months ago

Hi, At first i think you don't need that many lands, about 35-38 should be enough. Also the strategy (Discard right?) isn't well constructed. I would recommend also discarding cards from your Hand and creating some Synergies with your graveyard (Reanimator stuff etc...). Here are some Cards which are relativ cheap, but could work quite well.

Discard stuff:Mind Shatter, The Rack, Shrieking Affliction, Rotting Rats

Reanimation and Graveyard stuff:Gravecrawler, Exhume, Buried Alive, Victimize, Bojuka Bog!!!, Zombify, Nighthowler

Maybe some Ramp:Commander's Sphere, Mind Stone, Sol Ring

Other good Stuff:Yawgmoth's Bargain, Mutilate, Languish, Bloodgift Demon, Profane Command, Swiftfoot Boots, Skullclamp, Avatar of Woe, Desecration Demon, Harvester of Souls, Phyrexian Reclamation, Nekrataal, Shriekmaw, Polluted Mire

I think that most of the cards are affordable and could improve this deck a lot. Adding more removal is also important. There are plenty of more cards, but this list should be enough for some new toughts :)

berryjon on Pattern Recognition #34 - Dual ...

7 months ago

It was also pointed out to me that the original Zendikar had enemy coloured Fetch Lands, and that Battle for Zendikar had lands with basic Land types. I have edited the article appropriately.

Keres171 (on another Forum) Said:
I agree that good dual lands shouldn't be rare. It massively raises the price of standard, promotes three colour good stuff decks, which because of the power pump in mythics makes standard both more homogenous and more expensive.

Part of the problem is that Wizards has backed themselves into a corner with Dual Lands. The Bicycle Lands (Amonkhet's Dual Lands with Cycling) don't deserve to be at Rare as the mechanic involved has appeared on Unicycle Lands at common. Look at Forgotten Cave or Polluted Mire. Printed at common in the original sets. Hell, without the Basic Land types allowing for Fetching, there is nothing about them that would justify putting them at rare. Except inertia. And even with the Basic Land Types, people still Fetch for the Shock Lands because the Battle for Zendikar Lands come into play tapped unless you have two or more lands already in play - defeating the purpose of fetching a dual - and the Bicycle lands just plain old come into play tapped.

Had these things been printed at uncommon, with the rares allotted to something else, I don't think anyone would have batted an eye. Surprised for sure, but no real objections over the low power of Cycling (2).

Or Scry 1. Because Fuck Scry 1 on a dual land at rare (as if Theros didn't have enough problems) because New Benalia was printed at Uncommon. Make it Scry 2, and it might have been interesting.

Leptys on gitrog monster dredge fun

8 months ago

Darkblast, Stinkweed Imp and Golgari Thug might prove fine cards to dredge with, as Gitrog loves to dredge cards (they mill into lands, drawing more cards).

With the dredge plan, reanimation effects become way stronger especially with your creature base. Animate Dead, Dance of the Dead, Necromancy etc. will prove to be very powerful effects when you can reanimate a Sidisi, Undead Vizier or an Avenger of Zendikar.

Also, try getting all the cycling lands you can find (Polluted Mire, Barren Moor, Blasted Landscape etc.), they have amazing synergy with Gitrog and Life from the Loam.

If you want to ramp faster into frog, additional 1-mana elves like Elvish Mystic, Elves of Deep Shadow and Fyndhorn Elves are all good turn 1 rampers. Also, cheap mana rocks like Mind Stone, Fellwar Stone and even cards like Fractured Powerstone will make it way easier to land Gitrog early. Try not to play rocks that cost more than 2 mana though, as they are usually played after getting Gitrog in the field when usually lands are what you wanna play to ramp up.

And of course, if you ever want to build around your Dakmor Salvage combo, any Eldrazi that shuffles itself and the graveyard into your library (like Kozilek, Butcher of Truth) work to give you infinite mana with something like Skirge Familiar. For symmetrical life drain, you can use either Exsanguinate or Faith of the Devoted from the new set. For some less cutthroat win conditions, Ob Nixilis, the Fallen does work as a player killer when you cast Splendid Reclamation with your huge graveyard.

Also, I guarantee you that Gitrog can keep up with his land sacrificing easily, even if you cut 20 lands from your deck straight out. This is due to him drawing you tons of cards, and of course due to the land recursion you already have in the deck. So if you ever feel like needing more slots for spells, you can very safely cut lands for more card slots with your current land count.

Just a couple of small tips, hopefully they are of some use. Cheers!

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