Smoldering Marsh

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Battle for Zendikar Rare
Zendikar Expeditions Mythic Rare

Combos Browse all

Related Questions

Smoldering Marsh

Land — Swamp Mountain

(: Add or to your mana pool.)

Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.

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Smoldering Marsh Discussion

Leudast on Scales of the Snek - Frontier

3 hours ago

Brookseth - I added the Wooded Foothills to have 4 more easy ways to trigger revolt. I decided that the GR fetch was the best choice because it could grab both Smoldering Marsh and Cinder Glade which provide black and green mana, respectively. It can also fetch Canopy Vista which is green and white, which is obviously important. So basically, I added the red lands because they were available and I think the revolt triggers are completely worth it. Not to mention the marginal benefit that fetchlands serve in thinning the deck to draw into gas.

In hindsight, i guess I don't really need the cinder glade because I could just add another canopy vista... But the smouldering marsh is important so that the GR can also fetch black mana if I need it.

planesgamer99 on Ensoulnithopter: A New Frontier

5 days ago

Well originally the deck wasn't as Black-oriented and could get by on Sunken Hollow and Smoldering Marsh so the additional Swamps weren't necessary.

BeaudaciousGiebs on kill ur dudes till they die

5 days ago

Auntie's Hovel, Blood Crypt, Dragonskull Summit, Foreboding Ruins, Smoldering Marsh. Those are some of the most budget ones, depending on your opinion. I feel what you mean by needing to play cheap, unfortunately I tend to build bigger than I play. Sorry if I can't be too much help for good Rakdos Synergy, it's probably my least played guild next to Simic. However, for a different view on token slaughter for damage, check out this deck of mine: http://tappedout.net/mtg-decks/mardu-alchemy/

lullelukas on Scissoret

1 week ago

I'm working on something similar to your brew, with an aggressive take rather than your more control centered one, and I think I might have some pointers for you. (I will include the link to my deck at the botom if you want to take a look)

For starters you should probably take a look at your mana base. You have lots of fetch lands and the plan is obviously to go get Sunken Hollow and Smoldering Marsh. This is a very solid plan if you can make sure you have enough basics, like you seem to do, but you will find yourself in situations where getting a red mana that you can use right away is the best option - so you might want to try to make room for a basic Mountain in the deck. Also, Spirebluff Canal may be the best possible land for you to get on turn one or two in this deck.

Fatal Push is awesome removal, it will have to find a spot in my deck for sure, but I don't know about the three Metallic Rebukes you've got in the deck with how the deck looks to play right now. Ghostfire Blade, Hangarback Walker and the [Ensoul Artifact] effects themselves are cards that want to put early preassure on the opponent and then want to start making your artifacts tap for attacking. I have a hard time seeing when you would want to tap your artifacts for Improvise, and if you plan on hard casting them to stop removal spells targeting your ensouled artifacts Negate will be straight up better at it.

Finally, I'm not sure how many ensoul effects are appropriate in a deck like yours and mine yet. I'm trying out a total of six for now and it seems to be enough so far, but a full eight is absolutely much safer to do. I would however consider broadening your artifact creature base somewhat to make sure you have the targets and support you want for ensoul and touch, especially since you might not be the only one playing Hope of Ghirapur and getting hit by that even once or twice might lose you a game if you don't play enough creatures. Bomat Courier, Scrapheap Scrounger and Filigree Familiar might be interesting cards to look at.

Omeros on Queen Marchesa

1 week ago

General comments:

  1. You've got far more lands than you need. Use artifacts for fast mana (i.e. ramp in early turns) and cut down to 33-36 lands.

  2. Stax is very meta dependent. I don't know what decks you play against most often so some card suggestions may be a poor fit. That said, general resource denial is staple of stax strategies and you're light on it currently.

Cards to cut to make room for recommendations below: Loxodon Warhammer, Balance (this is banned in EDH), Burning Wish (you have no sideboard!), Whispersilk Cloak, generally fewer MLD spells unless you build more heavily to make it one-sided. Stax wants to find ways to break parity in the mess it creates of the game state. Royal Assassin, Solemn Simulacrum, Windborn Muse, Devastating Dreams, possibly all 3 walkers as there are easier ways to "recur" small creatures to sac.

Artifacts to consider: Sphere of Resistance, Talisman of Indulgence, Thorn of Amethyst, Tangle Wire, Cursed Totem, Chrome Mox, Trinisphere, Uba Mask.

Creatures to consider (heavily dependent on your meta): Aven Mindcensor, Containment Priest, Ethersworn Canonist, Recruiter of the Guard, Spirit of the Labyrinth, Lodestone Golem, Thalia, Guardian of Thraben, Vryn Wingmare, Glowrider, Reassembling Skeleton, Eidolon of Rhetoric.

Instants and sorceries to consider: Reanimate, Swords to Plowshares, Wheel of Fortune.

Expensive (well above $15) non-land cards to consider: Mox Diamond, Mana Crypt, Chalice of the Void, Linvala, Keeper of Silence, Magus of the Moon, Vampiric Tutor.

Land recommendations: As many of the fetchlands in your colors as you can afford (Bloodstained Mire, Polluted Delta, Windswept Heath, Flooded Strand, Wooded Foothills, Marsh Flats, Scalding Tarn, Verdant Catacombs, Arid Mesa). Budget alternatives are the Mirage cycle of fetches, such as Bad River.

Ravnica Shocklands in your colors (Blood Crypt, Sacred Foundry, Godless Shrine) and the one relevant Tango land Smoldering Marsh as these four can be fetched.

Utility and other lands: Urborg, Tomb of Yawgmoth, Buried Ruin, Volrath's Stronghold, Ancient Tomb.

Hyperalgialysis on B/U Artifacts

2 weeks ago

Drop Bone Saw Glint-Nest Crane Metalspinner's Puzzleknot and Cathar's Shield put in Cultivator's Caravan Foundry Inspector Reckless Fireweaver and 2 more Prophetic Prism Filigree Familiar and drop 2 lands. Your curve is pretty low, 22 should be fine plus now your spells have reduced costs and ramp a little. For the land base Smoldering Marsh and Spirebluff Canal or Wandering Fumarole. I would make the remaining 10 basics and run 4 Island 3 Mountain and 3 Swamp. Color fixing should be easy since you have Prophetic Prism and Cultivator's Caravan. For you sideboard consider dropping all the artifacts and switching to 4 Trail of Evidence 4 Galvanic Bombardment 4 Unlicensed Disintegration and 3 Tezzeret's Ambition when you drop the artifacts drop the resevoir, the familar, the foundry inspector and crush of tentacles but only 3 copies. This will keep your opponent off base. Reckless Fireweaver and sinilar cards will still work since Trail of Evidence will make artifacts still. You may need to toy with it to get it where you want it. Good luck.

Zaueski on The Paradox at Greenbelt

2 weeks ago

It isn't a reprint, and is therefore a new card from Aether Revolt. Paradox Engine and Planar Bridge are Inventions from Aether Revolt, like the gearhulks were from Kaladesh and Smoldering Marsh and its cycle were expeditions and also in BFZ. If the card is new, even if we get the Masterpiece version first, it'll be in that set. That seems to be the precedent WotC is setting Sweepea38.

If you have any questions or suggestions for the deck though I'll be happy to answer or consider them.

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