Blooming Marsh

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Legality

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

Blooming Marsh

Land

Blooming Marsh enters the battlefield tapped unless you control two or fewer other lands.

: Add or .

wallisface on Kamarupa’s Challenge

3 months ago

I think Choke is a card you’d probably leave in the sideboard to battle decks that use islands. But I think Power Conduit is a good mainboard addition:

kamarupa on Golgari Scavengers

3 months ago

I have some suggestions. Feel free to ignore them!

  • Unearth instead of Treasured Find.

  • The Ozolith instead of or in addition to Fate Transfer - it's quite a expensive, so maybe you don't want to invest in it, but it's cheaper to cast and as a permanent, works statically, which is quite nice. The downside, in addition to its hefty price is that it's Legendary.

  • Corpsejack Menace has long been a staple in golgari counters

  • You didn't include "Budget" in your description or Hubs, so I'll suggest Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth as useful lands. They might help your opponents mana-fix, too though. And of course, if they're too expensive, just disregard this. Other lands to consider: Castle Locthwain, Bojuka Bog, Darkbore Pathway  Flip, Blooming Marsh, Deathcap Glade.

  • Thoughtseize is a classic black spell, but only 2x isn't much, especially when it's your only means of removal. Golgari is arguably the best color combination for removal ever. Abrupt Decay and Assassin's Trophy are at the top of a long list of great removal spells, and both are exclusive to golgari. I'd suggest 2x of each, but either would be useful. The other could go in your sideboard. Since you are already running some sac outlet creatures, Fatal Push would be a good fit, too.

  • Bow of Nylea is always good. It's another Legendary, so no more than 1x.

Balaam__ on INR prerelease draft deck - Want help!

3 months ago

An easy improvement I can recommmend to set you on your way would be to both increase the overall land count, and drop the Evolving Wilds in favor of some sort of dual—Blooming Marsh or Llanowar Wastes are Standard legal right now, and there are tons of even better options in Modern, Pioneer etc. I’m not sure which format you’re looking to build for, but I assumed Standard.

wallisface on How Many Dual Lands do …

4 months ago

As others have mentioned, this is a question which requires more specifics, and can’t be solved with a generic catch-all answer.

I can say, from a modern perspective, that both "slow lands" and “checklands” are awful, and the “filter lands” are almost always terrible too. If you’re looking to branch out from the shocklands, i’d suggest “fast lands” (i.e. Blooming Marsh), and 1-2 surveil lands (i.e. Underground Mortuary). Generally speaking though, the more important/impactful thing for a deck is not the quantity of duel-lands, but the quantity of fetch-lands (i.e. Verdant Catacombs). Decks become a LOT more powerful and consistent with a strong fetchland-base, and if you’re looking to improve your landbase, adding in 8-12 fetches is almost always the strongest improvement you can make.

wallisface on Timely tokens

1 year ago

Some thoughts:

wallisface on Scarecrow Ending

1 year ago

Interesting brew! Some thoughts:

  • Walking Ballista is probably more useful than Endless One as it can win on the turn it’s played instead of just eating a killspell.

  • Cut Down has far too few viable targets to be playable in modern.

  • Not Dead After All feels very awkward here.., something like Unearth would serve you better as it doesn’t require you holding up mana.

  • Ancient Stirrings feels like a great addition for both helping you find your scarecrow, as well as your win conditions (and worst case scenario it grabs you another land). I’d ditch 2 lands (or Thoughtseize) and the Cut Down to get a playset of these in.

  • Golgari Rot Farm feels like a super sub-optimal land in that nothing it does particularly helps you, and everything it does likely messes with your tempo. I’d replace it with a fastland like Blooming Marsh.

onlyjoking on Weak Sauce Graveyard

1 year ago

Consistency and Card Draw: Consider adding more ways to draw cards and increase the consistency of your deck. Cards like Sign in Blood, Night's Whisper, or Read the Bones can help you dig through your deck and find the pieces you need.

Graveyard Interaction: Since you're interested in utilizing the graveyard, consider including cards that interact with the graveyard directly. Cards like Grisly Salvage or Mulch can help fill your graveyard and provide additional resources.

Removal and Interaction: It's important to have ways to interact with your opponent's creatures and disrupt their strategy. Cards like Murderous Rider, Fatal Push, or Eliminate can help you remove threats from the board.

Mana Base: Ensure that your mana base is consistent and allows you to cast your spells on time. Consider adding dual lands like Overgrown Tomb, Woodland Cemetery, or Blooming Marsh if they are within your budget.

Synergistic Cards: Look for cards that synergize well with your strategy. Cards like Jarad, Golgari Lich Lord or Golgari Grave-Troll can help you further utilize your graveyard and provide additional threats.

Deck Size and Card Choices: Consider reducing your deck size to 60 cards for increased consistency. This will help you draw your key cards more frequently. Evaluate each card in your deck and ensure that it directly contributes to your strategy.

Mousemke on Glissa Minor

2 years ago

Modern upgrades

Land base -

4x Jungle Hollow > 4x Overgrown Tomb

4x Deathcap Glade > 4x Blooming Marsh

2x The Dross Pits > 2x Nurturing Peatland

3x Forest, 1x Swamp > 4x Verdant Catacombs

Other cards -

4x Cankerbloom > 4x Outland Liberator  Flip (but in the side)

I feel like Outland Liberator is better than Cankerbloom generally but I also think that the newly added Liberators should be in the sideboard though I don't immediately have a replacement suggestion. MV of 2 is good. Power of 3 is good. Maybe Grim Haruspex for the card advantage

4x Glissa Sunslayer

Great card. Keep 4. But you may want to sneak into the deck a way to ensure more consistently dealing player damage

4x Plaguecrafter

no notes. I'm unsure about this card but it has a bit of a unique ability so maybe it's ok.

4x Savage Gorger > 4x Dauthi Voidwalker

Gorger feels underpowered to me. Voidwalker is shadow so more consistent damage (though a tradeoff with no blocking). But much more so - all the discarding and sacrificing? Now you can cast those things

4x Urborg Repossession > 4x Unearth

you may want a mix of the 2. I understand Urborg Repossession can theoretically return 2 cards, but Unearth is directly to the Battlefield

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