Curse of the Swine

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Curse of the Swine

Sorcery

Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green boar creature token.

Durpus on Alternative Pongify

1 month ago

Rapid Hybridization, Reality Shift, Resculpt, and Curse of the Swine are some similar mono blue options. If you're looking for colors outside of blue there's Generous Gift, Beast Within, Darksteel Mutation, Kenrith's Transformation, Imprisoned in the Moon and Song of the Dryads if u don't mind turning things into lands.

1empyrean on Rasputin, Between Knight and Dawn

1 month ago

I originally wanted to play around more with giving goblins to people, and Panharmonicon would have been good for that, but it didn't fit with my other ideas. I didn't want to focus too much on ETB effects. All the flickers I'm running are really for resetting counters or flipping manifested creatures.

Curse of the Swine and the Finale cards are good, and if I were running a control deck with more instant and sorcery support, they would definitely make the list. Thats just not the direction I ended up going.

The problem with having options is having to choose, I suppose.

KBK7101 on Rasputin, Between Knight and Dawn

1 month ago

A lot of the new Legends Retold cards are really interesting to me, as they're fairly open ended, design-wise. Rasputin is definitely one of them. Proliferate effects, tokens, blink, group hug, X spells... he could go in any of these directions. A really interesting card.

You may have already considered them, but thoughts on Panharmonicon, Flux Channeler, Curse of the Swine, Fascination and/or Finale of Glory/Finale of Revelation?

Drayven9309 on Adrix & Nev, Multi-Tokes

2 months ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

DreadKhan on Flying into the Chasms

2 months ago

My personal gripe with Capture Sphere is that it's too much mana for the effect. If you expect to be able to swing at people, there is Fall from Favor that has seen some play, 3 mana is closer to what you want to pay to remove a serious problem creature (and Monarch can mean lots of extra cards), though Blue has stuff like Pongify, Curse of the Swine and Reality Shift, as well as Ravenform and Resculpt that can also exile an artifact. Another issue Capture Sphere has it that it doesn't remove the creature from the field, so any abilities that just require the creature to exist will still work, which can be a real problem. The final issue is as you note, if you can deal with an enchantment the effect can be removed, in contrast with a Pongify. I think it's a better card for a sideboard, where you bring it in for games 2 or 3 in the games where it'll matter, to avoid having it clog up your hand when it doesn't.

I used to use Slow Motion a fair bit, and while it has very good matchups, it also has lots of them where the opponent doesn't care about 2 mana and can just kill you with the creature your aura didn't kill, and that is a card that the opponent can't deal with as easily, it still doesn't consistently enough matter, or doesn't immediately get the creature off the field. In my Delver deck, which is a bit higher budget but not a lot, I run Counterspell and Psionic Blast to deal with stuff/close out games a smidge quicker, both are instant, both use less than 4 mana and Psionic Blast is almost never a dead card, since I can just bolt my opponent.

DreadKhan on [EDH] Tatyova 25$ budget

5 months ago

Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.

This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.

A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.

I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.

Cool deck, hope some of this is interesting/helpful!

Guerric on [Primer] Helming the Host of Heaven *Update*

7 months ago
I got in two more games today as part of a club I lead. 1v1 unfortunately, but it was up against a fairly controlling Ranar the Ever-Watchful deck with flyers and was a good matchup, and I still feel like I learned a bit about how the deck works and what some key cards are.

I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.

The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.

In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!

unwucht on Starsky2814

9 months ago

Doing quite fine, paper magic is still ramped down to only a few select game nights per year in my playgroup, tho.

Haven't started an own brew, yet. Hinata - No No No looks like a decent starting point. Currently considering if Hinata will receive the ban hammer like Golos did or "resolve" in the EDH format. Hinata would definitely enable a few brutal effects, like a one sided artifact and enchantment boardwipe with Heliod's Intervention, mass creature removal with Curse of the Swine. You could also flood the battlefield with tokens and finish off your opponents with Comet Storm. In addition all your spells and permanents automatically have Ward 1. Still wrapping my head around this commander and deciding if I will give it a go.

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