Swamp

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Swamp

Basic Land — Swamp

: Add .

clayperce on Liliana Party

1 month ago

Foundation Full-Arts, please! Swamp

Smotzy on Nether Spirit Haunts the DanDan

1 month ago

From recent game sessions thinking about maybe putting in 2x Corpse Churn and or maybe 2x Read the Bones. Thinking probably Corpse Churn over the latter over but lower cost, I could maybe remove 2x Swamp to put it right in dropping total from 30 down to 28 or maybe remove one of the create exile cards.

Altoman on The Wicker Man, Recaned

1 month ago

I have a feeling you are missing the point and I just want to make sure. You don't really care about the +1/+0 part. You care about the free haste on big boys.

Turn 1: Mountain, Faithless Looting. Discard Ulamog's Crusher and Dragon Breath

Turn 2: Swamp, Exhumefoil, Return Ulamog's Crusher with Dragon Breath attached to it. Attack and win.

If you tell me you already considered all of this and still don't like it, then i'm sorry for insisting and I will stop bothering you.

Have a good day.

jdog1109 on The Song of Phyresis

3 months ago

If you think added ramp is more beneficial and is something you're lacking, then 100% add Myr Convert. You have the most knowledge for how this deck flows. I have yet to even finish my own iteration of this. My reasoning for Venerated Rotpriest was to balance the colors more, and also to maybe defer the inevitable mass attack for just that one turn. Like you said it will make them think twice, and also basically gives every one of your creatures an "infect ward. I also took out 2 Swamp and added Zagoth Triome, because cool 3 color. Then Strip Mine because I've been seeing some pretty crazy lands I don't even want to hear about. Lmk what you think.

Beespair on Rule the Galaxy [Kaervek, the Punisher]

3 months ago

Profet93

Isochron Scepter is great, can make an instant occur way more times than I normally could and the instant imprinted can change depending on the playgroup.

I agree with what you said about Cabal Ritual, never really had the chance to play it in the games I played with the deck, but the graveyard does not often stay with 7 cards in it. Switched it for Sign in Blood, as you've mentioned, more draw could help and at the same time I like cards that can do more than one thing in EDH.

Vampiric Tutor is not really a budget issue, as I'm proxying the deck, but I have friends in my playgroup that don't and I try to keep it to cards they would normally have. I'm already justifying Imperial Seal because of its name and Word of Command because it's a fun card to use and it's mostly the lack of printing that justify it's high price.

I removed these cards from the deck:

Agatha's Soul Cauldron: Although fun and a cheap crime, I rarely get useful activated abilities, the +1 to toughness was it's biggest use IMO.

Cabal Ritual: As you've mentioned, the threshold wouldn't really happen often.

Languish: Yahenni's Expertise is just more fun, same CMC and the 4 to 3 difference doesn't change much of the purpose behind the card.

Ulcerate: Cheap removal, but I already have a lot and this one was the weakest IMO.

Cabal Stronghold: As you've mentioned, 17 basics is too little.

Swamp: Removed one swamp to fit an additional non-basic land. Cabal Stronghold is gone, no need to keep that many basics.

I then added these cards:

Isochron Scepter: So many cool options, just neglected it when deck-building because I've been too tainted by the Dramatic Reversal combo and I only think about it in this situation.

Sign in Blood: One more card draw, can also burn enemies and with this deck's recursion can be re-used.

Yahenni's Expertise: Just a cooler Languish.

Buried Ruin: Nice recursion on stuff I can't normally recur because it's colorless.

Deserted Temple: As you've mentioned, crime, politics, ramp with Cabal Coffers.

Sudden Spoiling: Cool tech against control and protected creatures.

I did not add Helm of Obedience, felt like the 4 CMC is a bit too high. I will try it in the deck to see if I want to change something for it.

I did not add both flash cards because I can cast stuff from the graveyard at instant speed if needed with a crime. There's also not much I'm thinking of that I would really want to get that is not an instant. I might be missing some situations though.

legendofa on Am I On Demon Time?

7 months ago

I think most Shadowborn Apostle decks run a few more than six copies. As it stands now, you need to draw into all six individually to make them more valuable than 6x Hired Poisoner or whatever. Your Ophiomancers and Jadar, Ghoulcaller of Nephalias give you some sac fodder, but the Apostles can work just as well for that if you need them to.

The tough part about Apostles in Modern is that they take up a big chunk of your mana curve. A T1 Swamp, Apostle; T2 Swamp, 2x Apostle; T3 Swamp, 3x Apostle puts you in line to pull out a Demon on turn 4, which is where most of the Demons in this deck are sitting anyway. Right now, you're basically giving up the early game for a little extra mana in the mid game, adjusting for competitiveness.

So if you want to build around the Apostles, my suggestion is to go all in on Apostles, use fewer but bigger Demons (maybe something like Archfiend of Depravity, Pestilence Demon, or Reaper from the Abyss), and add some more 1-2 mana control/tempo options, filling out your removal and discard suite. Echoing Return also feels like some solid support.

Argy on CecilCêcil (Forgetful Fish in Orzhov)

8 months ago

I have an Orzhov deck I have worked on for ages.

This is the mana base. It might give you some ideas.

2x Blighted Fen
4x Brightclimb Pathway  Flip
2x Castle Locthwain
4x Caves of Koilos
4x Godless Shrine
4x Shambling Vent
1x Swamp
1x Urborg, Tomb of Yawgmoth
2x Westvale Abbey  Flip


I use these for draw. Ob Nixilis Reignited, and Sorin, Grim Nemesis

It might feel like they are too late to help. If you have a midrange deck, turn five is really when you run out of cards.

Voodoo_Gremlin on

8 months ago

This is a different take on zombies and I love it. There are a few changes I would make. Dross Crocodile doesn't make sense to me, it's just not good enough for commander. I would replace it with a Geralf. I you want to go for Voltron wins Geralf, Visionary Stitcher will give Kotis flying. If you want to go wide Geralf, the Fleshwright. Even if you play just 2 spells per turn those +1/+1 counters make zombies even scarier. Frogify is also questionable. You have access to black and there too many instants that can destroy a creature for , just pick one. There are a couple of cards which will work well with an Urborg, Tomb of Yawgmoth (which you can take a Swamp for). The first is Filth which would make your creatures unblockable. The other is Zombie Trailblazer. Tap a zombie token and Kotis is unblockable.

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