Fetid Pools

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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
Casual Legal
Custom Legal
Quest Magic Legal

Fetid Pools

Land — Island Swamp

(: Gain or .)

Fetid Pools enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

Immortalys on Land mana (Inner)

2 months ago

I too want to add to this my confusion. The theory that the two different wedges for the same colour differentiate between tapped and untapped seems to follow through 90% of the time, but in my Circu, Dexile Lobotomist deck -for example- the card Fetid Pools is counted among the untapped lands, while Sunken Hollow is counted among the tapped lands. I get why a card like Watery Grave or Morphic Pool would be counted among untapped lands, because they do have the ability to enter untapped, even if they don't always do so, but Fetid Pools has no way of entering untapped, and Sunken Hollow does, so why are they in their respective wedges?

zapyourtumor on Mill help!

6 months ago

Wtf wallis again

Anyways, wallis already covered most of what I was going to suggest (namely cutting the slow cards, going 8crab, adding Fatal Push and Drown in the Loch) although to be honest I'm surprised that they are running Maddening Cacophony over Tasha.

If you want some repeatable mill, I don't recommend stuff like Isochron Scepter which is very mana intensive, and stuff like Fraying Sanity which relies on your other mill spells. Mesmeric Orb should be your go to. It isn't run in a lot of the most competitive mill lists anymore, but the card is still quite strong.

Since most of your 3+ cmc permanents are slow anyways, I recommend cutting them all and running Lurrus of the Dream-Den as companion. It gives you a free card and can help you recur dead crabs, or maybe a destroyed Mesmeric Orb.

For the manabase, I assume you want to keep it somewhat budget, but there are still some good options for dual lands I think you should consider. Sunken Hollow is decent but becomes worse if you run more other duals. Fetid Pools has cycling for when you're manaflooded. Temple of Deceit is a tapland also but lets you filter a bit. I thougth the midnight hunt slow lands would be cheap (most are like 2-3 bucks) but for some reason Shipwreck Marsh is 9 bucks so.

Quirk1ess on

1 year ago

Caerwyn, regarding the mana base, which lands should I swap in/out? You mentioned cutting Dimir Aqueduct and Fetid Pools , but looking over the dual lands available, I'm not sure what would help me in their place. I was thinking something like Sunken Ruins or Sunken Hollow ?

Caerwyn on

1 year ago

Dimir Aqueduct is a bad card and does not belong in any decks. Even on a budget there are vastly better two-colored lands. Same goes with Fetid Pools and every other enters-tapped land. Realistically, you want your mana base to mostly be fetch lands to trigger your crabs.

Which, on that note, you should be running a full contingent of 8 crabs.

Add 4x Archive Trap to punish opponent fetches and 2-3x Field of Ruin to force players to search their library so you can fire off Traps.

Mind Grind is a waste of mana. You are better off using those two slots for another Glimpse the Unthinkable and Fractured Sanity .

Grindclock is another bad card--it takes way too long. Think of Mill like a burn deck where you want to "burn" your opponent's life total as quicky as possible.

You will want something that can bounce permanents in your sideboard--mill is in a lot of trouble if a Leyline of Sanctity effect hits the field. Another option is running more fetches, throwing a few Overgrown Tomb s into the mix, and running a couple copies of Assassin's Trophy to take out those pesky cards that you cannot otherwise deal with.

Ensnaring Bridge is another decent sideboard option.

multimedia on

1 year ago

Hey, good budget version of Vania. I'm impressed by your card sense on a budget.

Wonder is nice when you can easily discard it with your Commander. Giving all creatures you control flying is powerful. When Wonder is in your graveyard you need an Island on the battlefield to activate it this makes Island/Swamp and Island/Plains dual lands helpful and upgrades for the manabase.

Pools, Grave and Fountain may be out of budget range, but I mention them for possible future land upgrades.

Some other budget lands upgrades to consider:

On a budget Talisman of Dominance is not worth $8. Could replace it with Azorius Signet or Commander's Sphere and use $8 to improve the manabase. It's actually more important that the mana rocks can make the two other colors because consistently on the battlefield you'll have basic Swamps.

Good luck with your deck.

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