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
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
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 .

nuperokaso on JUNK

3 months ago
  1. Play one Ziatora's Proving Ground for fetching.
  2. Play one surveil land for fetching, such as Commercial District.
  3. Your deck is 3 colors and plans to play both Ball Lightning and Groundbreaker on curve, which requires absolutely flawless mana base. I am aware that Blood Moon and Path to Exile exist, but this deck may be the one in which you don't want to play basic lands at all. Playing just dual lands is not enough - consider your opening hand is Blackcleave Cliffs, Swamp, Thornspire Verge and Blooming Marsh. You have 4 lands and yet can't play your elementals. Increase number of Cavern of Souls, play some lands such as City of Brass and Fire-Lit Thicket. Reflecting Poolfoil works well with those "any color" lands.
  4. Fling costs 2 mana. Go with Callous Sell-Sword, which costs only one mana and may be played as a creature. Your plan is to fling after combat anyway. Village Rites also exists.
  5. Damnation is too slow for Modern. Try some combination of Toxic Deluge and Brotherhood's End. Another problem is that it's reactive card - it may be better worth to play some proactive card such as Bloodbraid Elf. If you won't play 4 mana spells, you can decrease the number of lands.
  6. One Spitebellows may be fun inclusion.
  7. In the end, your deck is a burn deck. Go with full playset of Lightning Bolt and go down to two Fatal Push.

theNeroTurtle on Trent Williams

8 months ago

I have never seen Betor, Kin to All before. That is insane. First thing I would look at updating is the mana base. You have too many lands that enter tapped. I would recommend looking at lands like Blooming Marsh and Hushwood Verge just as a few examples. Pain lands like Caves of Koilos are also much better than what you currently have. Check lands and filter lands are also great.

1+

wallisface on Kamarupa’s Challenge

1 year 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

1 year 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!

1 year 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 …

1 year 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

2 years ago

Some thoughts:

wallisface on Scarecrow Ending

2 years 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.

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