Rising Miasma

Rising Miasma

Sorcery

All creatures get -2/-2 until end of turn.

Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Browse Alters View at Gatherer

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Unformat Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Rising Miasma Discussion

NyanNijet on Genju living lands

8 months ago

My recommendation on cards to cut would be some of the awaken cards that have minor effects on game play overall. Mire's Malice , Rising Miasma , Sheer Drop are the ones that have minor impact based on casting cost (for both initial cost and awakened cost).

Peregrination is another one that would be worth a cut, as it is Cultivate / Kodama's Reach with scry 1 for one more colorless tacked on.

One other idea to help with getting down to 100, would be to cut a few lands. The few that stand out for the cut would be Rupture Spire and Transguild Promenade . Both offer mana fixing, but at the delay of a turn. One card I usually make a slot for is Chromatic Lantern for any deck over 3 colors, this gives all your lands the color fixing that may be necessary while also ramping slightly.

drohack on Count from 5

2 years ago

Going by the "7 by 9" rule is a bit hard for this deck as most of it relies on the numbers of the cards. But here's a breakdown as close as I could get for it. There's only really 5 categories of effects. While the other 3 just break down the number of countdown numbers of random cards.

5 Countdown numbers (13)

4 Countdown numbers (13)

1-3 Countdown numbers (6)

Recusion (6)

Protection (8)

Destruction (6)

Card draw (8)

Mana rocks (6)

DubiousDanish on First 11 days in M.T.G.! Help me defeat my gf!

3 years ago

Mmmmm... sounds like a tasty three way whisenhuntn. I'm happy to hear that your deck is yielding positive results and that you are enjoying it.

Regarding Westvale Abbey  Flip: the fact that it produces colorless mana is not what you're using it for, the flip-side of the card is why people love that card. In your deck you manifest so many creatures that transforming it will be relatively easy. In a mirror match (playing against another zombie build) or against another deck that has ways to stop your creatures from getting into their life points, Ormendahl can be quite profane indeed!

Regarding Diregraf Colossus: The line that says creature is where a card's type is listed. The - denotes the separation between types and subtypes. All nonland cards are considered spells until you resolve them. So any card that says zombie in this line is in fact a zombie spell. We're dipping a bit deeper into the rules now, so if you require further clarification on anything feel free to request it.

Languish is not standard legal so I wouldn't recommend using it. If you'd like to have access to a similar effect that is legal you can try Biting Rain, Demon of Dark Schemes, Flaying Tendrils, Make Obsolete, Rags / Riches, Rising Miasma, or Yahenni's Expertise. Given your goal of "trying to peak this deck at 2 and 3 cmc" Yahenni's Expertise may be your best choice.

Regarding Relentless Dead: I had considered recommending this when you started leaning on the zombie theme. It's an amazing card, but $16 a pop is a bit steep for a new player. If you feel that you're ready to refine your deck and jump into competitive play you should definitely invest in the play set.

Regarding Friday Night Magic: It truly is the best night of the week! To register in a competitive tournament you will need a DCI number, this number is like your WOTC Social Security number. Any event, anywhere, anytime, and any place will track your rankings and planeswalker points using this number. The next thing you need is a printed decklist to turn in when you register. This list includes every card in your mainboard and sideboard (which you still need to put together). From basic lands to planeswalkers if you plan on playing a card at the event it needs to be on this list. Once all of the players are registered, the event organizer will put everyone into a system. This system will pair everyone up and they will post these pairings. Once they post the pairings you have 50 minutes until the round ends. There are 10 minute breaks between rounds where players have time to stretch and the organizers have time to enter the results of the previous round's matches into the system. The system will match the players based on their standings thus far, win versus win and loss versus loss usually. The pairings are posted and then the next round begins, this cycle repeats until completion. Since you already have a standard deck built and you have an interest in giving it a shot it couldn't hurt to try!

If you would like to try a similarly structured event without the stress of being a competitive environment, check with your lgs to see when their next draft is. Drafting is a ton of fun and by far my favorite way to play mtg. In a draft it is like a condensed mtg experience, you choose the cards you like then build a deck out of them and then you play with that deck against other people who have just done the same. Instead of bringing a constructed deck, you buy in to play (typically $12-15). Instead of jumping right in to matches, there is a draft round. This draft round consists of each player receiving three packs from the event organizer. Then when the round starts you open your first pack (separate the basic land and token) and choose one card to keep. You pass the remaining cards in that pack to the player to your immediate left. You take the stack from the player to your right and choose a card from this pack. You pass the remaining cards to your left and continue these steps until all the cards have been taken. Then everyone opens their second pack chooses a card and passes the rest to their right. This step is the same as the last pack you just pass to the right instead. Then the third pack goes to your left again. Once everyone has their pile of cards, it's time to build a deck! The minimum deck size is 40 cards, usually 17 creatures/ 6 non-creature spells/ 17 lands. Your lgs will have basic lands on hand and you can use whatever cards you drafted in your deck, no restrictions! If you drafted 8 copies of a creature that you absolutely love, you're free to run all 8 of them. Then they will post the pairings for round one and it starts to feel like a regular sanctioned event. I would recommend trying to keep your deck less than three colors so you can have a smooth experience. Try to focus on badass creatures and removal, these are the keys to winning a draft.

As always if you would like further explanations feel free to ask!

childse67 on Aetherborn Tribal Deck

3 years ago

True, true. But at the same time, Fumigate and you lose everything, or something like Yahenni's Expertise or Rising Miasma and you could lose lots of creatures and the Marauder too. Just a sacrifice you have to decide if you are willing to make.

Pyruscreed on Dimir Control

3 years ago

It's an interesting deck, however I think it's spells are a little all over the place. Consider consolidating into:

4x Anticipate

4x Grasp of Darkness (very important with Smuggler's Copter all over the place)

3x Murder

4x Spell Shrivel

2x Unsubstantiate

4x Void Shatter

That leaves 7 spots open for you to do with as you please. As you're playing control, I recommend you consider some of the following cards:Harsh Scrutiny - Costs 1 mana, let's you see your opponent's hand, scry 1, and get rid of any creature you'll have problems dealing with, like Bristling Hydra.

Essence Extraction - Kills any creature with 3 health or less and more importantly, heals you for 3. I recommend maining this over Murder.

Take Inventory - More card draw. If you run it, run four copies.

Biting Rain or Rising Miasma - A poor replacement for Languish, but might be worth a 2 of in the main or sideboard.

Engulf the Shore - In the event that the opponent does get board presence, this can be an effective panic button.

Rise from the Tides - Follow up Engulf the Shore with this.

Finally, put the Gearhulks in the sideboard, up MS to 4 and swap out a Gonti for another Demon. Alternatively, consider 3-4 copies of Thing in the Ice  Flip.

Chocomycocoa on dimir control

3 years ago

Rising Miasma is alright, but it does cost more and even one mana can be the difference between winning and losing, especially with something as significant as a board clear.

MeMakeMula on dimir control

3 years ago

Chocomycocoa thanks man and alright ill take those cards you suggested and test those out and see what happens also i was thinking of another card for those aggro decks and token decks which is Rising Miasma -2/-2 just like flaying tendrils but it also has awaken which is a bonus.

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