Swamp

Swamp

Basic Land — Swamp

: Gain .

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Oldschool 93/94 Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Swamp Discussion

Destroyerbirb on ANTI【】COMPANION【】MUTATE! ◁【NEW!】

1 week ago

This is a great deck! You beat all the companions that came your way.

To balance out the mana-base, I would swap a Swamp for a Plains. I also, for extra companion hate, would put three Drannith Magistrates into the sideboard and take out a Gaddock Teeg, a Collector Ouphe and a Gemrazer.

You are a great deckbuilder, and I would love to see you make a deck around Force of Savagery without Varolz, the Scar-Striped.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Xenerai on Zombinstein

1 week ago

forgot to do the mana base. 4 - Dimir Guildgate. 9 - Swamp. and 6 - Island

Xenerai on Zombinstein

1 week ago

if this deck is for casual then i'd say its pretty alright for a fun break from the norm. Only 10 cards short of a commander deck too if you want to go that route. But if you're looking for more competitiveness, I'd say to do the following:

The first thing we need to do before anything, is to figure out the strategy we're going for. Obviously a token based liliana deck is way out of reasonable budgets. The blue you added does give me an idea for a control based zombie deck.

So the first thing to do is remove the cards above 60 that we wouldn't need, along with cards that will don't either assist or protect our strategies. I would start by removing the following: 2 - Advanced Stitchwing. 2 - Certain Death. 1 - Collective Brutality. 1 - Corrupt. 1 - Corrupted Roots. 2 - Disentomb. 1 - Doom Blade. 1 - Essence Harvest. 1 - Gnawing Zombie. 1 - Grixis Slavedriver. 1 - Grixis Grimblade. 1 - Hunted Ghoul. 1 - Haunted Dead. 3 - Ingenious Skaab. 4 - Laboratory Brute. 1 - Lamplighter of Selhoff. 1 - Maalfeld Twins. 2 - Macabre Waltz. 2 - Midnight Recovery. 1 - Mistvein Borderpost. 1 - Moan of the Unhallowed. 2 - Paranoid Delusions. 1 - Polluted Dead. 2 - Psychic Strike. 1 - Recover. 1 - Rise from the Grave. 1 - Scrapskin Drake. 1 - Shambling Attendants. 1 - Sibsig Host. 1 - Sibsig Muckdraggers. 1 - Sidisi's Pet. 1 - Sip of Hemlock. 1 - Skinrender. 1 - Spineless Thug. 1 - Stitched Mangler. 2 - Thraben Foulbloods. 1 - Strange Augmentation. 1 - Undead Executioner. 1 - Zombie Outlander. 15 - Swamp. 10 - Island.

It IS Quite a lot, but it's because we need to make room for the cards that'll make the bulk of our strategy, not to mention there are cheaper, better alternatives to most of these cards (lands were removed because the mana base will be changed later). With these cards taken out, that leaves us with the following: 3 - Cemetery Recruitment. 1 - Ghastly Conscription. 1 - Sign in Blood. 1 - Graf Harvest. 1 - Rooftop Storm. 2 - Gavony Unhallowed. 1 - Jhessian Zombies. 1 - Vedalken Ghoul.

these are pretty linearly focused for an effective strategy. to fluff out the rest of the cards for the deck, I'd recommend:

+1 - Cemetery Recruitment. +3 - Sign in Blood. +4 - Mana Leak. +3 - Duress. +3 - Vedalken Ghoul. +3 - Jhessian Zombies. +1 - Rooftop Storm. +4 - Go for the Throat. +4 - Rotting Rats. +3 - Claim / Fame.

whatqwerty on The Best Black Common

2 weeks ago

in terms of flavor, Demonic Appetite, in terms of artwork either Doom Blade or Swamp, and in terms of power I would say Carrion Feeder is underrated

jonmaior on The best worst deck {TURN -1 LOSS}

4 weeks ago

side note: this deck is not legal because it has 1 sideboard card. you must've exactly 15 or exactly 0 sideboard cards. just put in 14xSwamp or something.

Destroyerbirb on Zombie Hunt

4 weeks ago

Scallywallwest The original deck was just 4x Treasure Hunt, 4x Zombie Infestation, 4x Reliquary Tower, 24 Islands and 24 Swamps. It also had no sideboard. It works just as good if you take nearly everything else. The thing about the fetch lands is they take up a deck slot, can find you Watery Grave and Fetid Pools, and thin your deck. They don't have to have all the colours, as long as they can find either the swamp or the island subtype. Also, I only own three of the non-basic land cards in the whole deck, one Flooded Strand, one Blast Zone, and one Castle Locthwain. This deck is just for fun on Untap.in or other online magic places. Thanks for checking out my deck!

SideBae on Angels, Demons, and Dragons, oh my.

1 month ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

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