Swamp

Swamp

Basic Land — Swamp

: Add to your mana pool.

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Swamp Discussion

Raging_Squiggle on How long does the land ...

16 hours ago

Slightly incorrect, mana empties at the end of each step and phase.

If you float mana in your main phase 1, it empties when you move to the beginning of combat step.

If you float mana in the declare attackers step, it empties when you move to the declare blockers step.

It doesn't stay with you through all steps. Other than that, the above answer is pretty much spot on. Cabal Coffers adds to your mana pool for each Swamp you control, which includes dual lands like Overgrown Tomb and Bayou.

Ruffigan on Brutal Black Shutdown, needs help.

18 hours ago

Well there is still the other part of your post, how to make your deck more brutal.

That's all off the top of my head right now, haven't given a lot of thought as to what you would remove for these.

acbooster on How long does the land ...

18 hours ago

Remember to use double brackets to link cards so people can see them.

Cabal Coffers

Cabal Coffers doesn't add swamps anywhere, that's the symbol for black mana. All basic lands, such as Swamp, have an ability that's not printed on the cards but is a known fact of the card. A Swamp has the ability, "Tap: Add 1 black mana to your mana pool". What Cabal Coffers does is it adds one black mana for each swamp you control. When mana is added to your mana pool, it remains there until you move to the next phase of a turn. So if you add it during your main phase, all mana left in your pool will empty out when you move to combat. Similarly, if you add it during combat, it'll empty out when you move to your second main phase.

Triton on Grixis Eldrazi Aggro

1 day ago

I forgot about the fact that you'd have only 6 basic lands in your deck. My main reason I was a tad hesitant to use the dual lands was because I didn't want to spend $48 on 12 lands. :p

I'll see if I can get my hands on a playset of Shivan Reefs, since it's a tad out of my budget range. I'll most likely take out a Swamp for the fourth Corrupted Crossroads. Speaking of it, it's helped boost the consistency by a lot. ;)

As for Matter Reshaper and Reality Smasher, assuming I am able to shell out, say 1-2 copies of each, how many should I run, ideally? Just thinking ahead of time, when I may be able to afford the cards.

Also, I have noticed that this deck doesn't do well against big creatures, and was thinking of adding some more removal spells. May consider taking out Reality Hemorrhage, since I find its damage a tad lackluster.

HairyManBack on Standard Jund Mid Range

1 day ago

The Standard meta has become much more different than it was pre-rotation. Usually, you got fast and powerful Human decks, super value Bant CoCo, and rock solid midrange decks.

The best advantage I see with Jund is it's flyers and graveyard tricks. I haven't ventured in these kind builds so I'm a little lost how to go about it. But I do see a lack of smooth synergy here. Kalitas, Traitor of Ghet and Arlinn Kord  Flip are both great cards. But I'm not sure how great they are in this theme. Kalitas seems to more of a SB card as there is limited removal. If he's MB it usually shows up in midrange. I believe Arlinn is best if it's +2/2 ability is used correctly. Flyers are great to target. So Arlinn might be good. Maybe 1x.

He's not as good as he use to be but Fleshbag Marauder looks like it could be worth trying out. 2x sounds right. CoCo hits it and it works with Liliana very well.

3x Kolaghan's Command looks bad. 2 damage in standard is quite weak now. And the graveyard snatching is a bit redundant with Den and Liliana. It's also expensive and fighting for 3CC spots. Command might be a 1 of and/or 1-2 SB.

CoCo is just such a powerful spell I think it automatically warrants 4x.

SB Ghet for Fleshbag. Maybe 1 of Ghet.

-2 Commands for a CoCo and Ultimate Price.

-2 Fiery Temper for land and 1 more removal. Maybe Roast. Not certain.

Mana base might look like the following:

  1. 4x Evolving Wilds
  2. 3x Swamp
  3. 3x Forest
  4. 2x Mountain
  5. 3x Hissing Quagmire
  6. 3x Smoldering Marsh
  7. 4x Cinder Glade
  8. 2x Foreboding Ruins
  9. 1x Llanowar Wastes

16 , 15 , 15

I have found Wilds does greatly help battle-lands come into play untapped mid-late game. Which, peek-lands fail at. Also feel Hissing Quagmire should go up.

In summary I feel the deck mana curve should come down a notch and a more consistent mana base. The deck's got tricks (like graveyard shit) and potential smashing flyers. Perhaps these suggestions will help exploit it's strengths. :)

metalevolence on Meren goddess of death and rebirth

2 days ago

Oh also grim backwoods and tainted wood are worse than basic lands, I'd cut them for a Swamp and a Forest

temple of the false god and crypt of agadeem are pretty sketchy too

urborg should be a basic swamp unless you play against Sheoldred, Whispering One on a regular basis or something goofy like that. Basic lands help you get wrecked less by Blood Moon, Ruination, Back to Basics and so forth

safearus on Grixis Eldrazi Aggro

2 days ago

If I can offer any suggestions for you here's what I've got to start with:

The manabase is lackluster. Using Evolving Wilds is great, however you need to get some duals into the deck.

Sunken Hollow or Smoldering Marsh for instance in place of some of the basics you currently have.

Example: change

-- Remove 4 Swamp

-- Remove 4 Island

-- Remove 4 Mountain

-- Add 4 Sunken Hollow

-- Add 4 Smoldering Marsh

-- Add 4 Shivan Reef

This will not only fix your mana for casting the colored spells but should also help you produce the colorless for abilities of the cards you're playing.

If you're looking to play this deck as aggressive as possible you should also consider some number of Reality Smasher. He's pretty hyper-agressive and harder to remove than most creatures. Another decent addition to this list would be Matter Reshaper. He is a 3/2 that can replace himself when he dies.

Hopefully this helps some!

ToolmasterOfBrainerd on Goryo and the Brain

2 days ago

I'd change up the manabase a bit. How often do you get to 4 lands? Fast lands have a lot of potential to just be ABUR duals in here.

Start with 3 Polluted Delta, 3 Bloodstained Mire, 1 Blood Crypt, 1 Watery Grave, and 1 Steam Vents. Then add 1 Island, 1 Swamp, and 1 Mountain. Finally, 3 Blackcleave Cliffs and 3 Darkslick Shores should round it out. With that manabase, if you find that you aren't getting your color fixing often enough, then cut 1 Blackcleave Cliffs and 1 Darkslick Shores for 1 more Polluted Delta and 1 more Bloodstained Mire.

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