Quicksand

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Quicksand

Land

Tap: Add (1) to your mana pool.

Tap, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.

Saccox on Economic cycle-mill Pezzent! (10/12 Euro/$)

1 year ago

Hey Cheiromancer thanks for your comment! This deck was a base and just think about activating the enchantments, I didn't foresee a defense. Fractured Sanity and Censor are over budget. Drake Haven Quicksand are good possibilities,put in maybeboard. Bag of Holding it's a great card but I'd like to make a deck on purpose.

Cheiromancer on Economic cycle-mill Pezzent! (10/12 Euro/$)

1 year ago

Also, I would recommend Quicksand in place of Cryptic Caves. I think it is more likely you'll want want to give -1/-2 to an attacking non-flier than to use its draw a card ability. After four lands I tend to scry away other lands in favor of enchantments or cards I can cycle.

Bag of Holding is worth looking at. It might be better than Simic Signet. Especially since it lets you cycle your cards more than once. Mazemind Tome or Mnemonic Sphere are possibilities, but I think Bag of Holding is better.

nbarry223 on Viga-BOOM!

2 years ago

I don't like how much mana investment it is for Sunhome, Fortress of the Legion. It is essentially 5 mana for it (sunhome+the activation cost), which means I could just cast another big threat or something. Sejiri Steppe and Sunhome, Fortress of the Legion fight for the same slot in my opinion, because the main use of Sunhome, Fortress of the Legion is to deter blockers, because you can pump so your Primeval Titan survives.

I like Quicksand more so far in playtesting mainly because it is less initial mana investment, and I don't need to keep it in hand to be useful. It can also be copied with Vesuva if I need the 4 "damage" that much. I don't think I am going to include either yet permanently, but it works well enough to be a viable option (they both are relatively fine). It's a useful utility land, but I'm trying to keep my colorless lands down. A lot of the threatening aggro creatures are 3 toughness or more, so it's not the greatest answer.

It's more for when I don't have any type of payoff fast enough and am getting swarmed, at which point setting myself back a land (whether in hand or on the field) is usually not ideal. It's a cute fetch and all, but I just feel there's better options currently. Honestly, if I am relying on fetching them, Arena is a removal option as well, which wouldn't be limited to the combat phase (better to wait to use it until after I've declared attacks obviously, but it doesn't require the target to be declared as a blocker).

Arena + Sejiri Steppe would have some nice synergy as well, so I guess I'll add it to my testing queue, although the fact that it doesn't produce mana on its own is probably a deal breaker, which is why I've never seriously considered it before.

ClockworkSwordfish on Rabid Wombat

2 years ago

I always thought Rabid Wombat was the bee's knees. It struck me as a perfect mix of bizarre-and-hilarious but also intriguing as a card to build around back in the day. Of course, many superior versions of the idea have seen print since Legends... but it's nice to see this old favourite being given a chance by your Pauper build. I especially appreciate the fact that there are essentially no other creatures, meaning the Wombat is your first and only route to victory!

I guess one thing that stood out to me is that the lands are a little plain! Forests get the job done, by all means, but you certainly have room to play around with some nonbasic lands to give you more options during play. This build seems like it never really needs more than four mana, so lands like Tranquil Thicket, Slippery Karst and Desert of the Indomitable can be cycled away if you draw them after that point. Quicksand can keep pesky attackers off your back while you're setting up, and Gingerbread Cabin should have virtually no drawback while earning you an extra bit of life.

One other enchantment I think you might want to consider is the newcomer Sheltering Boughs. It's not cheap at three mana, but replacing itself is not to be underestimated! You could probably run it over Favor of the Woods, which always struck me as a very weak card.

Spell_Slam on Truly Tremendous Treefolk Tribal!

2 years ago

Treefolk are pretty cool. It's too bad there's no real synergies at common for treefolk (yet).

I see the advantage of running all those non-basics with Tilling Treefolk, but 15 of your 21 lands come into play tapped. You're already playing a slow deck; you shouldn't slow yourself down more than you have to. I would not run more than 4 cycling lands. Barren Moors seem like an easy cut.

If you're looking to get some value out of your lands and Tilling Treefolk, maindeck 2-4 Quicksands.

I also understand that you're trying to maximize the land drops for Battlewand, but I really think your deck would improve a ton by adding Arbor Elf and Utopia Sprawl. The potential busted starts of having 4 mana on turn 2 is incredible, not to mention the consistency of getting to 3 mana on turn 2 and fixing your black mana. I would move the Jaddi Offshoots to the sideboard and remove the Bosk Bannerets as well as either Street Wraith/Unearth/ 2x Edge of Autumn to make space for this effective ramp package.

I have seen first-hand what 2+ Weed-Pruner Poplars can do to a Pauper board state. I would recommend adding more of those.

Cloudcrown Oak has also been an overperformer when it comes to Treefolk, in my books. Definitely worth some maindeck slots.

cattleslayer on The Last Race Bender

2 years ago

Suggestions:

Remove:

1x Tangle Wire

1x Bolt Bend Is this ever reduced for your commander?

1x Changeling Berserker

1x Drakuseth, Maw of Flames

1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.

1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.

1x By Force

1x Shattering Spree

1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.

1x Akroma's Memorial You shouldn't win by combat.

1x Illusionist's Bracers One use of commander should be more than enough to win.

1x Dwarven Thaumaturgist His effect is irrelevent.

1x Mycosynth Lattice Mana fixing for opponents, how generous.

1x Rings of Brighthearth see Illusionist's Bracers above

Add:

1x Clock of Omens Primary wincon, and at instant speed.

1x Dwarven Grunt 1 mana dwarves

1x Dwarven Scorcher 1 mana dwarves

1x Dwarven Trader 1 mana dwarves

1x Enslaved Dwarf 1 mana dwarves

1x Liberated Dwarf 1 mana dwarves

1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.

1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.

1x Dwarven Recruiter Can grab us an artifact dwarf, or whatever deemed necessary. Great with Jeska's Will .

1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.

1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.

1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.

1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.

1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.

Other worthy mentions I don't feel like figuring out how to slot in right now:

Vanquisher's Banner Great draw, and a buff. You can play like half your deck Dwarven Recruiter .

Outpost Siege Solid red card draw.

Commune with Lava Playable red card advantage.

Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.

Shatterskull Smashing  Flip Removal or land.

Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.

Valakut, the Molten Pinnacle with all these mountains, why not?

Command Beacon In case people kill your 1 toughness commander too many times.

Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.

Flamekin Village Not sure if haste is important enough, but something to consider.

Hanweir Battlements  Flip More haste.

Inventors' Fair gives you health, but more importantly can tutor an artifact.

Madblind Mountain If you end up with a lot of top deck shenanigans.

Labyrinth of Skophos If you're being attacked.

Kher Keep Chump blockers.

Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?

Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.

Sea Gate Wreckage If you run out of cards and have colorless mana sources.

Quicksand Can dissuade attackers

Nykthos, Shrine to Nyx Big mana

Myriad Landscape Ramp

Mouth of Ronom If you still have too many snow lands.

Tropical_December on Land Interaction

3 years ago

Halls of Mist is fun, Maze of Ith, Mystifying Maze, Labyrinth of Skophos all deal with attackers. Another way to deal with creatures is with removal: enter Quicksand and Mouth of Ronom. When protecting your own creatures Yavimaya Hollow is the best. With your general being a 6/6 Arena will kill quite a few unfortunate souls.

Petrified Field is great for recursion of valuable lands, Tolaria West will find the valuable lands and when paired with the field you get two tutors.

Soldevi Excavations is good filtering on a land, Search for Azcanta  Flip is great for finding noncreature spells; however, note that it also cannot get lands. Halimar Depths is a one time top deck filter, you have to decide whether entering tapped is small enough to ignore. Castle Vantress is going to be the best land for this, four mana plus a tap is expensive though.

All creature lands are great, but given enough mana Urza's Factory is even better, just pumping out creatures. Hostile Desert takes advantage of all the lands that will undoubtedly be entering your graveyard. Of course the aforementioned Field of the Dead is the best at generating blockers and possibly attackers.

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