Curse of the Swine

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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
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard 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.

EDH 2 / 3
Curse of the Swine feature for The Baconator

DreadKhan on My nadu

5 days ago

I have no idea if you want random input on this, so ignore this if you don't!

It might clog up your mana base, but you could sneak a few more creatures by throwing in a couple man-lands to replace other lands. With Nadu you'd put them directly into play, and even if they ETB tapped they can still become a creature and be targeted. There are a few that only use 1 mana to transform (such as Mishra's Factory and Inkmoth Nexus/Blinkmoth Nexus), but a few that turn on for 2 mana exist as well (Treetop Village, Faerie Conclave, Lair of the Hydra, and Mishra's Foundry), I feel like with all your 'free mana whenever a land ETBs' effects you'll easily be able to use them when you need them. The ETB tapped ones are worse (but usually offer colored mana), but as noted you'll usually see a given land when you're using Nadu (because you go through so many more cards with Nadu than you draw normally), so all that matters is they are creatures too, when I was testing this the issue was running out of creatures and not being able to continue, I often had gobs of mana I had no real use for (I will say the deck can easily hold up a hand full of interaction after using Nadu, even if you don't truly 'go off'). I took a quick look at your land list, and if I wanted to pull a couple lands I think Talon Gates of Madara has low synergy, I'd also consider Nesting Grounds, and since you have a few removal spells you might even switch out Homeward Path, depending on how theft-heavy your meta is.

Since you can generate a fair bit of mana in this deck when you're going off (and playing it for 4 or 5 mana in a slow game could also be a solid play) I think Awaken the Woods might do work in here.

It's pretty minor, but Whir of Invention costs one more (but has improvise fwiw), it doesn't require you to have an existing Artifact out, and it's an Instant so you can use it on an opponent's end step to get your Shuko out so you can go off on your turn. I think this is more than you can do with Reshape, ymmv.

It's a niche use, but if you switch out Amphibian Downpour (a card I legit love btw) for Curse of the Swine you'd have the option of targeting all of your disposable creatures and replacing them with brand spanking new piggies! These can be targeted anew, meaning if you draw into it at the right time it should win the game. It can also be used aggressively to excellent effect (and can do both at the same time), it sucks that it's a Sorcery though!

This is really splitting hairs a bit, but with your Commander I wonder if good old Sunderfoil might be better at doing what Mana Vortex does? Sunder's an Instant (so you can play it on an opponent's endstep), and as long as you've already got Nadu and a free equip out you'll be fine on your turn, but it's also a much worse Blue Silence effect you can use during your combo to make it much harder to interact with you, and you just keep digging out new lands so it's all good? I love Mana Vortex and think it's doing a different enough thing that both could be fun. You could also try out Winter Orb and Static Orbfoil if you're feeling, well, 'orbsy', both make it much harder to use lands, and you get to cheat a ton in untapped if all is going well.

Hope your testing is going well!

Oh, it looks like you have 99 cards, what a lovely problem to have!

AThiccNacho on Say Hy(dra) to Your Grandma For Me

2 months ago

I would very much recommend:

Garruk's Uprising as it gives you trample for the big bois, can cantrip AND gives you draw power on ETB. If you cast a hydra with > 3, you get to draw 2 cards, assuming Zaxara is on the field.

Kiora, Behemoth Beckoner Gives you ramp AND ETB triggers. Same as G's Uprising above.

Elemental Bond Have you noticed a pattern yet? More expensive than the others because of the Power 3 trigger vs 4; but still a really sick card to have.

Simic Ascendancy Alternate wincon and pretty easy to get twice since, if a hydra enters with 6 counters, you get 12 if you control Zaxara due to the token getting the +1/+1 counters.

Open Into Wonder Straight up ends the game if a creature is big or your board state went unchecked for too long. Won me plenty of games. If it can't end the game, you can still draw plenty of cards to play on main phase 2.

Finale of Revelation Essentially just an X draw but with additional benefits for going all in. Obviously, Zaxara is needed to get a 10/10, but it's way better than Even the Score; the extra 2 cards drawn is meh and you lift the 4 card restriction. Blue Sun's Zenith is technically better being at instant speed, but you get WAY more value in EDH out of Finale, especially with mana doublers/triplers.

Herald of Secret Streams A more $$ card, but makes your creature with +1/+1 unblockable; usually allows you to kill 1 or 2 players that turn and end the game if it goes unanswered, buying your other threats more time.

Curse of the Swine To exile high prio threats. Giving opponents 2/2 creatures doesn't matter. Gets around indestructible or creatures that are overly powerful such as voltron creatures. I would honestly swap this for Spinning Wheel Kick as that relies heavily on your commander; which Zaxara is already a high prio target.

Those are all the suggestions i have for budget; most of the others i'd make for budget are counter spells. My Zaxara deck should be on my profile if you're interested in higher $$ cards.

ThassaUpYo@ssa on Davy Jones Locker

3 months ago

Profet93

The only real ways I have to deal with (all/most) Eldrazi are as follows:

  1. Curse of the Swine
  2. Cyclonic Rift
  3. Raise the Palisade
  4. Mind Flayer

I'll note that the above only work if they're on the battlefield and don't do anything for me if I mill a titan(s). I'm honestly torn because with Mill it seems that you have to focus on having the milled cards go to GY or exile from the top of the deck.

Definitely open to suggestions!

treeforcorvus on Melek, Spellcaster Extraordinaire

1 year ago

Really cool concept! I have a few ideas.

Blitz of the Thunder-Raptor helps deal with planeswalkers, and might perform better than Chaos Warp. Run Brittle Blast over Thunderous Wrath.

Not sure about Dismiss into Dream. How many single-target spells or effects are you running? I count 6.

Mana Drain over Dissipate: Having resources for damage later is almost always going to serve you more. Plus, it's a great target for Isochron Scepter.

Speaking of walkers, definitely replace Cloud Key with Rowan, Scholar of Sparks  Flip. It's straight up better. Strongly consider Ral, Storm Conduit, if only that it ramps up damage with your commander out. Consider Koth, Fire of Resistance as a decent land-fixer (which means you'll draw less lands and have more mana), and Jaya Ballard for simple acceleration.

If your pool is competitive, you could run Back to Basics or at least Blood Moon. This will slow down many decks and give you more time. Adding fetches in your colors (should be 5) means that you can take out 2 islands and 3 mountains and still hit your curve.

Not sure about Breaking Point and Curse of the Swine. Instead, consider Puppet's Verdict and either Winter's Chill or Cyclonic Rift.

Reins of Power and Insurrection could replace Chain Reaction and Incite Rebellion, allowing you to use those resources against opponents and kill them, which would have the added benefit of removing their creatures.

I know you don't want to run any creatures, but Stuffy Doll is a decent deterrent and is too funny not to leave out.

DreadKhan on Aquaman, Lord of the Fishies

1 year ago

In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.

I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.

Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).

Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.

DreadKhan on Heliod, The Radiant Dawn

1 year ago

Surprised you're not running Folio of Fancies here? Not sure if Geier Reach Sanitarium is worth it (it's technically 3 mana to discount your mana by 3, but that is for each spell fwiw), but if you can double/triple spell after that's pretty useful. If you include Folio, you might want to throw in some X mana spells, Curse of the Swine is budget, as is Mass Manipulation, though Mass requires 4 Blue, which can't be discounted. Cut a Deal seems good, you get cards and the spell can be discounted to only W. Love Song of Night and Day is a good way to get cards/discount, the other abilities are kinda meh, but it's great if it only costs W to cast. If you don't intend to keep it around you could try Tenuous Truce, you can play it for W on any opponent's turn (after their attacking is done for turn) to get the discount, it's also situationally handy if you want to ally with someone. I think my final one is Your Temple is Under Attack, this is even modal and can be discounted to cost W, both modes can be very useful. These card draw spells also make your deck more consistent.

It's over your budget, but Standstill seems like hilarious maybe? Either you get 3 cards and -6 on your spells, or a whopping -9 to casts if opponents draw.

I love Mass Diminish if you can net a discount on it, you can also use it as an Instant, which is busted beyond words IMHO, it's the only limitation on one of the best at what it does. I can't believe they made it last until your next turn, so you get less 'value' if you play it on an opponent's turn, but any other opponents going before you still have a sitting duck to swing at. Another Sorcery that looks a lot better as an Instant is Single Combat, if you keep your Commander you can cast on your opponent's turn, so there will be a turn cycle where nobody can do much with creatures. I think Tragic Arrogance is pretty solid as well, even without Flash it's devastating, but with it I think it's quite scary, I think it's much better than Aetherize for example. Finally, Promise of Loyalty is neat, you won't be getting swung at for awhile by what's left, and it gets a big discount potentially. While it'd sometimes be a dead effect, Visions of Duplicity seems made for your Commander, it's very easy to make that UUU to create quite a bit of chaos, and at Instant speed.

Cyb3rguerrill0 on Dude, where are your cards? *WIP*

1 year ago

Now let's add some flicker: Thassa, Deep-Dwelling, Ghostly Flicker, Deadeye Navigator (no budget though), Essence Flux and some other suggestions: one of my favorites is this one Maddening Cacophony, Drown in Dreams, Curse of the Swine of course. Keep it up, looks interesting.

eliakimras on B.F.D.

1 year ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

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