|Commander / EDH||Legal|
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|Battle for Zendikar||Rare|
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- Will shambling vents remain a creature?
- Manlands and reanimate spells?!
- How do freeze/icy effects (Crippling Chill) and temporary creatures (man-lands/man-artifacts) interact?
- Can man lands have +1/+1 counters and auras for creatures?
- The stack, lifegain, whenever you gain life, and creatures dying in combat.
Shambling Vent enters the battlefield tapped.
: Add or to your mana pool.
: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.
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|Want (5)||KB2187 , mentor6 , rakdos24 , TheRealPeaches ,|
Shambling Vent Discussion
4 days ago
Guess I can try using just the cards listed to help. put all four Cursed Minotaur, two Fan Bearer, and two Doomed Dissenter to the side board. That will drop you to 23 creatures and ten non-creatures. Put two of each In Oketra's Name and Supernatural Stamina from your maybe board to the side board then the rest to the main board. That'll take you to 23 creature and 14 non-creature main board and an eight creature and four non-creature side board leaving you with three slots open in it. As far as land goes, I'd suggest up to six BW lands, maybe two fetch lands and the rest basic. That should do pretty well. Your selection of BW lands is Shambling Vent, Forsaken Sanctuary, and Concealed Courtyard. Other lands that could possibly be useful are... Mortuary Mire, Blighted Steppe, Blighted Fen, Aether Hub, Spire of Industry, and Cradle of the Accursed
4 days ago
I play an Abzan Revolt deck in Standard personally, and I can think of one or two things that may work.
First, Tireless Tracker and Thraben Inspector. Clues are amazing for revolt. Not to mention, Thraben Inspector is one of the best one-drops in Standard.It's always helpful to have a clue floating around for those times you just have no other way to trigger revolt. Plus, extra card draw never hurts.
Call for Unity is a fantastic card, in my opinion. All of your creatures get gradually stronger, and people don't pack as much artifact removal in Standard currently. Aid from the Cowl is more fun, but when the worst thing that can happen is show your next draw you can't really complain about free permanents most turns. I've had a lot of fun with it.
Implement of Ferocity I rate as the best implement, except maybe Implement of Malice. It's better than Implement of Improvement, in my opinion, but I suppose it mostly depends on meta and personal preference. (As a side note, Renegade Map is another good artifact revolt trigger and can really help with consistency and mana fixing).
You may want to consider splashing in for black. Hidden Stockpile is an amazing card, both being able to trigger revolt and having a revolt trigger itself. Another benefit is that it allows you to do things like sacrifice your own creatures so you don't get burned by any Unlicensed Disintegration, or limiting life gain from Fumigate. Shambling Vent is a really good land (I've had a lot of fun, getting it to a 12/13 lifelinker through Call for Unity). You also get access to the amazing cards that are Fatal Push and Grasp of Darkness.
Revolt decks need consistency more than anything. There needs to be a way for you to trigger it every turn. Aethergeode Miner is really good for that, but more triggers that don't depend on killing your own creatures on your opponents are nice.
Nice to see someone else playing revolt though! Have fun!
1 week ago
zekhet: Okay so Harsh Mentor is a card I'm... Really not too sure of myself. He's extremely situational and to be honest I think as far as Aetherworks Marvel decks go, Manglehorn is just the better card even though it's higher CMC. And, yes, the activations need to be from an artifact, creature or land on the battlefield. So things like Scrapheap Scrounger or zombies/embalming are happening from the graveyard and dodge the Mentor's hate. However things on the battlefield will be triggering Mentor, here are a few examples:
- Vehicles like Heart of Kiran, any time you crew, take Mentor damage
- Pretty much any Tap abilities that don't produce mana, this includes Aetherworks Marvel's tap ability to do it's free spell.
- Honestly everything with a colon like Cost:Effect
There's a crap load of those types of effects. And since I'm on the subject, here's a quick look at the Top 8 Decklist and what cards Harsh Mentor will trigger on.... For both our benefit xD
- Cryptbreaker - Both abilities
- Shambling Vent - Don't forget these lands that can turn into creatures, that's a trigger for Mentor as well as Evolving Wilds
- Lord of the Accursed
- Westvale Abbey Flip - not super effective against but hey every bit counts
- Shielded Aether Thief - tap ability
- Whirler Virtuoso - SUPER important here! They'll think twice before losing 2 life to make a 1/1 thopter.
- Woodweaver's Puzzleknot - now only gains them 1 life when they crack it from the battlefield
- Aetherworks Marvel - now costs 2 more life to spin! Wish it triggered that first ability though :(
- Lumbering Falls - Sneaky lands
- GB Energy
- Walking Ballista - here's where Harsh Mentor is probably best, aside from his ETB ability, the other two here are triggers for Mentor
- Longtusk Cub as well as our very own Bristling Hydra and Electrostatic Pummelers are actually triggers for Mentor. In a mirror matchup, you will want to bring Mentor in to punish those activations.
- Hissing Quagmire - Sneaky lands again
- I mentioned it already but, again, Heart of Kiran and crewing any vehicles is a trigger.
Okay, think that should cover most of the big meta things. It was actually really helpful for myself to type that list up because I totally DIDN'T sideboard Harsh Mentor the 4c energy deck I played against tonight who had 4x Longtusk Cubs and that would've been the perfect answer.. All well. Now we're both prepared xD
2 weeks ago
If you're wanting to play competitively, take out Binding Mummy and put it in the sideboard. Also, add two more Concealed Courtyard and four Shambling Vent, and take out In Oketra's Name. It may seem really good in this deck, but competitively there's just too many things that can stop it. In an aggressive deck like this, especially Zombies, you're going to need removal, and Fatal Push is the best option for that. It's even better when a Zombie dies and you have some way to bring it back. I would also add Scrapheap Scrounger in place of the Binding Mummy because it can be put in the graveyard and brought back easily. I really love the deck idea, hopefully you consider my suggestions!
3 weeks ago
3 weeks ago
3 weeks ago
Yeah, you definitely need at least 20 lands. Possible additions are Drownyard Temple and maybe Shambling Vent. Also, the person above me said just about everything I would...Here's my deck if you're interested: Standard Esper Zombies
3 weeks ago
Fore sure Open the Vaults could be (and should be) a one-of in the sideboard.
One card I failed to mention before is Phyrexian Unlife, as it would make you less vulnerable to decks like burn that can get around your cards like sphere of safety, while also helping you against creature based decks. If you do add it it would probably come in as a one-of.
Story Circle can help you against decks like Ad Nausseum and Dredge that'll try to combo kill you with Lightning Storm and Conflagrate. while also protecting you from cards like Death's Shadow or Tarmogoyf, and in any mono colored matchup, it's just tap 1 stop damage from your opponent.
Rule of Law is to stop decks like Revolt zoo and Storm, which all have big turns where they play a TON of spells early in the game.
I'm unsure if Shambling Vent would work as your opponent will be able to block your creature, which nets you maybe a turn. Which isn't really enough. Besides the ram, Font of Vigor is all I can think of to offset lifelink. In all honesty, Ram should probably be in the sideboard for aggressive matchups.