|Commander / EDH||Legal|
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|Zendikar Expeditions (EXP)||Mythic Rare|
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Twilight Mire Discussion
1 week ago
Glad I could help ;)
Well if your creatures aren't threatening enough to be blocked, you could use something like Rancor or Driven / Despair to force your opponents to take them more seriously.
I just remembered Bone Splinters as another removal option for your deck. Not the most powerful card, but you certainly have plenty of fodder for sacrificing.
Btw your manabase needs serious work, since casting Strangleroot Geist with only 8 green sources is ambitious. On the other hand Geralf's Messenger demands lots and lots of black sources, which makes your deck extremely demanding color wise. I think your best option would be adding a couple of Llanowar Wastes, Woodland Cemetery and/or Blooming Marsh to replace some Swamps. There are better, more expensive options like Overgrown Tomb or Twilight Mire, but that's probably not within your budget.
2 weeks ago
Made changes mostly to fit in the Protean Hulk combo line. Also got rid of lands that came into play tapped (thank you for pointing those out imarockyou).
3 weeks ago
2 months ago
Might be willing to take cash too, not sure though.
3 months ago
Fair decks in Legacy require great answers and clocks. When disruption is not followed up by a threat the pilot is in a good situation. All 17 of your creatures are very effective at blocking your opponent after you spent 1-4 turns disrupting their plays.
My only suggestion here is Pernicious Deed move from the SB into the mainboard. The combination of Toxic Deluge and Pernicious Deed would give you a massive edge against the delver decks. Many delver decks try to sneak a DRS or another threat after you have answered their initial threat(s). The delver decks draw so many cards that they reliably find a way to reload their board 2-3 times.Twilight Mire seems to be an odd inclusion in a legacy deck where you have pain free dual lands.
4 months ago
Hey there! I am looking to swap out some of my more expensive pieces for cards that I will be more likely to play.
So here is what I got:
4 Force of Will Alliances
1 Taiga Rev
1 Liliana, the Last Hope german
3 Windswept Heath ons
What I am looking for:
4 Polluted Delta (onslaught heavily prefered)
plus other offers...
Also have my binder for trade with different wants in it.
4 months ago
The links that are posted in the description should help you out with any questions you might have, but the main reason why Necromancy is so powerful in the deck is that it allows us to win at instant speed. This usually happens when we're on our discard phase and repeatedly dredging and discarding Dakmor Salvage down to hand size due to repeated discard phases (see Ending Phase: Rule 514.3a for additional information).
Let's say that we're in a situation that we have The Gitrog Monster on the table, Dakmor Salvage in hand as well as 7 other cards, but no discard outlet to play. We proceed to end phase and then to cleanup, but because we're discarding Dakmor down to hand size we get a draw trigger from Gitrog. This draw trigger gives a new priority cycle and allows us to dredge Dakmor back to our hand, drawing an extra card if we hit a land with the dredge. Because players received priority, another cleanup step begins after that and we discard Dakmor again and repeat this action until we have a hand that we like. So essentially, we're using our cleanup step as a discard outlet for Dakmor, discarding any extra cards we don't need while looking for the cards that we do.
When we've started looping the cleanup step, we're looking to draw the following:
- Skirge Familiar
- Possibly any rituals, Elvish Spirit Guide and/or Crop Rotation to accumulate enough mana to cast Necromancy. A hand that you need to get if you have no other mana sources is Skirge Familiar, Necromancy, Elvish Spirit Guide, Dark Ritual and Crop Rotation so you can cast Rotation and get a land that produces black, then ritual into Necromancy and discard Familiar to reanimate it with the spell.
After getting Skirge Familiar into play, start looping Dakmor like normally and draw your deck, producing tons of black mana in the process (although not infinite, that comes next).
After drawing your deck, you can produce infinite black mana by doing the following:
- Discard a land, putting Gitrog's "draw a card" trigger on the stack.
- Before the trigger resolves (and kills you), discard Kozilek to shuffle it and the land back to your library.
- Before letting the draw trigger resolve, discard and dredge Dakmor Salvage to Skirge, milling the land and Kozilek. This creates a draw trigger and a Kozilek shuffle trigger. Put the draw trigger on the stack first and then put the shuffle trigger on top so the shuffle resolves first, putting the land and Kozilek back to the library.
- Resolve your two draw triggers, drawing your 2-card deck and netting you 3 black mana.
Also, to loop any other nonland card than Kozilek, we can play/discard our card + Kozilek and let them shuffle, then discard land cards to draw our nonlands + Kozilek again and use the loop above to draw our lands we discarded + Kozilek to get back to square one. This loop effectively makes our library, hand and graveyard essentially the same zone, allowing us to play any of our instant-speed spells infinite times assuming we have the mana for it. Some Gitrog decks end the game at this point by just repeatedly casting something like Ebony Charm or Geth's Verdict to drain the table out, but we're using Rath's Edge/Sunscorched Desert to win instead and this requires infinite green mana.
To get infinite green mana, you can do it in two ways. One way is to repeatedly reanimate (Necromancy) and sacrifice (Culling the Weak) our Riftsweeper to get Elvish Spirit Guide back to our deck, then draw and exile it repeatedly for green mana. The other way is to repeatedly cast Crop Rotation, finding any land that taps for two green mana or more (pretty much only Twilight Mire or Gaea's Cradle with two or more creatures on the field) and then tap it for more green to cast another Crop Rotation, sacrificing the same land to get it back untapped (to rotate into the same land, just shuffle it back with Kozilek before Rotation resolves).
Now that we have infinite green mana, we can start Crop Rotating for Sunscorched Desert or Rath's Edge to start pinging our opponents for 1 each time. With Sunscorched Desert the loop is the same as the loop above, but to win with Rath's Edge you need to have an extra land to sacrifice each time you use its ability. You can do this by casting Necromancy on a Dryad Arbor (as it is a creature!) to bring it back to play, then sacrifice the Arbor to the ability of Rath's Edge to ping one opponent for 1. Repeat for infinite damage.
As you can see, Necromancy has a ton of applications in the deck, and is definitely a must if we're looking to win at instant speed. For more concise and easy-to-the-eyes information, check the primer links in the description if you want to learn more or have further questions.
4 months ago
Hey guys, I'm selling out of paper because I only play online. I'll provide free shipping in a toploader/PWE or tracked bubble mailer for orders over $40, or add $3.
All cards are from the set listed and are NM unless listed otherwise. These cards can also be found in my binder. Pics available upon request.
I will also be willing to lower the price further for buying whole playsets/multiple cards, so make an offer! Paypal only.
Anyways, here is what I have -
1x Boseiju, Who Shelters All - $14
4x Flooded Strand - $21.25ea
5x Flooded Strand - $12.25ea
4x Polluted Delta - $27ea
2x Polluted Delta - 15.75ea
5x Wooded Foothills $14.5ea
4x Windswept Heath $10.5ea
2x Marsh Flats $26.25ea
3x Hallowed Fountain $12ea
3x Watery Grave - $12ea
1x Steam Vents - $13
2x Steam Vents LP - 11.5ea
2x Temple Garden - $11ea
2x Sacred Foundry LP - $11.5ea
2x Overgrown Tomb $10.75ea
1x Blood Crypt - $10.75
1x Breeding Pool - $15
1x Godless Shrine $10.75
1x Stomping Ground - $14.25
4x Gemstone Mine - $5.75ea
4x Darkslick Shores $9.25ea
1x Mystic Gate - $16.5
1x Sunken Ruins - $13.75
1x Twilight Mire - $27.5
1x Urborg, Tomb of Yawgmoth - $12
4x Tectonic Edge - $4/playset
8x Serum Visions - $8/playset
4x Ancestral Vision - $46.5ea
4x Path to Exile - $7.5ea
4x Angel's Grace - $5.75ea
4x Preordain - $5/playset
4x Sleight of Hand - $6.5ea
4x Spell Snare - $6ea
4x Inquisition of Kozilek - $5.25ea
4x Fatal Push - $7.25ea
4x Lightning Bolt - $7.75/playset
1x Surgical Extraction - $17.5ea
3x Spoils of the Vault - $10/set
2x Slaughter Pact - $6ea
1x Slaughter Pact LP - $5
4x Stoneforge Mystic $13ea
4x Wall of Omens - $5/playset
4x Snapcaster Mage - $38ea
2x Rest in Peace - $6ea
2x Stony Silence - $5ea
1x Life from the Loam - $16
1x Spellskite - $14.75
4x Phyrexian Unlife 7/playset
4x Simian Spirit Guide - $6.5ea
2x Vendilion Clique - $24.5ea
1x Crucible of Worlds - $52
4x Supreme Verdict 4.75ea
4x Cryptic Command - $26.5ea
2x Jace, Architect of Thought - $4/set
1x Damnation - $30
1x Damnation LP - $28
1x Kalitas, Traitor of Ghet - $12.5
1x Huntmaster of the Fells - $8
2x Baneslayer Angel - $6ea
1x Teferi, Mage of Zhalfir - $10.5
1x Tooth and Nail - $14.75