|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar (BFZ)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
Combos Browse all
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
1 month ago
I'm confused over the inclusion of Windswept Heath, Verdant Catacombs, Polluted Delta, and Scalding Tarn. While I do understand you could potentially tutor for any Plains, Mountain or Swamp in the deck I think that swapping out those fetches that include colors outside of Edgar's identity would be better for your deck. Perhaps you could include Smoldering Marsh, Canyon Slough, and of course you could pick up the original dual lands Badlands and Scrubland - depending on your budget that is. But yeah, that's my two cents.
1 month ago
I like it, +1. A few thoughts:
I wouldn't run Druid of the Cowl, Leaf Gilder and Lifespring Druid when you haven't yet included Fyndhorn Elves, Elvish Mystic, Elves of Deep Shadow, Birds of Paradise or Priest of Titania. Consider Somberwald Sage as well - turn one dork, turn two Sage sets you up for turn three Prossh.
Obelisk of Jund is strictly worse than Darksteel Ingot, and Kodama's Reach will probably prove more useful than Pristine Talisman. Also, I'd replace Wild Wanderer with Farhaven Elf. Ashnod's Altar and Cryptolith Rite offer cheap sources of mana boom.
I'd also try to get rid of lands that unconditionally enter tapped, unless the land is quite good. Guildgates and lifegain lands are definitely less valuable than lands like Luxury Suite or Spire Garden, Smoldering Marsh etc.
1 month ago
Really nice goblin deck :) I'd love to see what has become of it.
Gonna look into some of the cards you are playing for my own. Have you considered Lightning Crafter? Easily one of my favourite cards. I'm sure you have since then added Treasure Nabber and Goblin Trashmaster
1 month ago
1 month ago
Hey, you asked for my help. You're new to Magic? You already have a good grasp on deck building because this is a really well made deck, good job. Do you have the cards in the maybeboard? There's a lot of cards in the maybeboard that are better than cards in the main deck. If you have some of these cards consider adding them main deck?
Cards from maybeboard (in no order):
- Karrthus, Tyrant of Jund
- Thunderbreak Regent
- Scourge of the Throne
- Silumgar, the Drifting Death
- Temur Ascendancy
- Sneak Attack
- Krosan Grip
- Swords to Plowshares
- Vampiric Tutor
Cards in the main to consider cutting for these maybeboard cards (in no order):
- Crosis, the Purger
- Deathbringer Regent
- Numot, the Devastator
- Savage Ventmaw
- Skithiryx, the Blight Dragon
- Crucible of Fire
- Zendikar Resurgent
- Hull Breach
- Tainted Strike
In the main I see Farseek, but in the manabase you're not taking advantage of the reason to play Farseek. Farseek can fetch a dual land that has a basic land type, but currently you don't any duals with these types. Farseek is different than Cultivate and Kodama's Reach; these spells can only search your library for basic lands not dual lands. Farseek can search your library for any basic land except a Forest, but if this is the only lands Farseek can get then you're better off just playing Rampant Growth because it can at least get a Forest.
I'm not recommending that you change the manabase now, but here's some information about how you can improve the manabase over time, later on if you want to. To make Farseek and the overall manabase better for now you can consider the less expensive Battle lands.
Battle lands (each one is two different basic land types):
The Battle lands work well with a manabase with a lot of basic lands since you need to have at least two basic lands in your control for a Battle land to ETB untapped. For the purposes here Farseek can get any one of these dual lands.
To make Farseek and the overall manabase even better consider Shock lands instead of Battle lands (each one is two different basic land types):
- Temple Garden
- Stomping Ground
- Breeding Pool
- Sacred Foundry
- Steam Vents
- Hallowed Fountain
- Blood Crypt
- Overgrown Tomb
- Godless Shrine
- Watery Grave
The Forest Shock lands and Battle lands (Garden, Pool, Grounds, Tomb, Vista and Glade) give you an advantage with some green ramp spells because these spells let you search your library for a Forest(s) and put it into play. These ramp spells: Nature's Lore and Skyshroud Claim give you nice ramp as well as mana fixing because you can tutor for and put Forest dual land(s) into play.
Another reason to get Shock lands is if you ever get a Fetch land such as Windswept Heath it can fetch one of any Forest or Plains dual land (Garden, Ground, Pool, Foundry, Fountain, Tomb, Shrine). This single Fetch land is powerful, it gives you one of seven choices of a dual land you can search your library for and put into play.
Good luck with your deck.
1 month ago
Also, you need more dual lands to help paying for those extreme colored casting costs. Some cheap lands that might help: Terramorphic Expanse, Nomad Outpost, Rakdos Carnarium, Orzhov Basilica, Boros Garrison, Bloodfell Caves, Scoured Barrens, Wind-Scarred Crag, Exotic Orchard, Caves of Koilos, Battlefield Forge, Shadowblood Ridge. // Some pricier (but better) ones: Path of Ancestry, Canyon Slough, Smoldering Marsh, Dragonskull Summit, Isolated Chapel, Clifftop Retreat, Graven Cairns, Rugged Prairie. Try to not have more than 7 lands that always enter the battefield tapped, because you're trying to play a signet at turn 2.
1 month ago
The first thing I suggest doing is cleaning up the manabase. 37 is a good number but we've got wayyy too many duals that enter tapped. Some cheap options to upgrade-
The one battle land you can run Smoldering Marsh
For some budget creature changes i'd consider cutting these -
Licia, sanguine Tribune
maybe Rakish Heir
They all seem overcosted, or have niche effects.
I'd consider replacing these with -
1 month ago
I'm having the most fun with NATURE'S VENGEANCE, because of course I would. :3
Destroy target non-basic land for each land that entered the battlefield under your control this turn.
Landfall - For each land that enters the battlefield under your control while this spell is on the stack, return target artifact or enchantment to it's owner's hand and you lose 2 life.
When Jund split from Alara, it took as much land as it possibly could and left behind a permanent scar.
So this is a very complex card. Let me explain how it works.
You play your land for the turn: Wooded Foothills.
- +1 Land
Then you put Nature's Vengeance on the stack.
It checks to see how many lands entered this turn: +1. So, for a staggering SEVEN mana, you destroy ONE non-basic land. :/
Waiting to respond, you tap Llanowar Scout and put a Forest on the field.
- +2 Lands
Then you tap your Walking Atlas and put a Swamp.
- +3 Lands
Then you sac Evolving Wilds for a Mountain.
- +4 Lands
Landfall triggers four times (Five lands on card's knowledge, but one entered prior to casting) and you lose 8 life, and destroy four target artifacts or enchantments, and ALSO destroy now a total of FIVE non-basic lands. This is because by the time Nature's Vengeance finally resolves, it will see five lands entered this turn and thus five lands are destroyed.
A staggering amount of setup, but a HUGE benefit if you play it correctly. Otherwise, if you can't do the setup you can still take out quite a bit for seven mana.
The game I played tonight, the highest amount of lands I had enter on a single turn was four. So that's still destroying 4 lands for 7 mana. Not too bad, all things considered.
I also made it a Legendary Sorcery as a bit of a buffer because it's so f-ing powerful. Not a hard requirement, but a requirement nonetheless.
That was pretty fun. Same challenge. Take a Commander 2018 deck name and turn it into a card for that deck.