Land — Island Swamp
(: Gain or .)
Fetid Pools enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
|Want (3)||Cabbieboy , Jojowithsomemojo , Staiphos23|
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|Commander / EDH||Legal|
Fetid Pools occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
UB (Dimir): 1.5%
WUB (Esper): 0.37%
Fetid Pools Discussion
2 hours ago
From 1 jodah player to another Why not add a Bolas's Citadel
Arboreal Grazer For an extra turn 1 land drop Crystal Quarry Or perhaps some scry lands Temple of Deceit to help filter thru cards that aren't needed there and then or cycling land, Fetid Pools a few check lands Sunpetal Grove or battle landsCanopy Vista will help keep the cost down and still have dual land types and can still be searched for with some cards rather than going crazy buying shock lands or original duals. Just because jodah reduces the cost to wubrg doesn't mean every spell needs to be high cmc some low cmc counterspells or protection spells may benefit you too e.g Eerie Interlude To protect from board wipes
There is also no harm in having basics as it reduces the chance of having land entered tapped having a mix of all 4 of the land types mixed above also will reduce chances of some of the land entering tapped, also having cycline will help with more card draw if the land isn't needed
4 weeks ago
Scallywallwest The original deck was just 4x Treasure Hunt, 4x Zombie Infestation, 4x Reliquary Tower, 24 Islands and 24 Swamps. It also had no sideboard. It works just as good if you take nearly everything else. The thing about the fetch lands is they take up a deck slot, can find you Watery Grave and Fetid Pools, and thin your deck. They don't have to have all the colours, as long as they can find either the swamp or the island subtype. Also, I only own three of the non-basic land cards in the whole deck, one Flooded Strand, one Blast Zone, and one Castle Locthwain. This deck is just for fun on Untap.in or other online magic places. Thanks for checking out my deck!
1 month ago
Okay so here's a bunch of suggestions that fit Gyruda's requirement and then some things to then take out.
Put in: Arcane Signet, Wake the Dead, Gravespawn Sovereign, Embalmer's Tools, Sakura-Tribe Elder, Disciple of Bolas, Forgotten Creation, Notion Thief, Oversold Cemetery, Skull Prophet, Clever Impersonator, Garruk Relentless Flip, The Cauldron of Eternity, Sire of Stagnation, and Razaketh, the Foulblooded. The cards in your maybeboard seem good too.
In terms of land, there are a lot of cheap options to include that will make a three color deck a lot better: Choked Estuary, Sunken Hollow, Botanical Sanctum, Blooming Marsh, Fetid Pools, Hissing Quagmire, Drowned Catacomb, Hinterland Harbor, Woodland Cemetery, Bad River, Ash Barrens, Dakmor Salvage, Exotic Orchard, Witch's Cottage, and stuff like that. Replace the guildgates and bounce lands and a few basics with those if you can.
And lastly if you want to run the petitioners then you should put more of them in, otherwise having just 8 won't do a whole lot for you most of the time other than for fun.
1 month ago
Cut the duplicates
- 1x Snow-Covered Forest
- 1x Snow-Covered Island
- 1x Snow-Covered Swamp
- 1x Forest
- 1x Island
- 1x Swamp
- 1x Dryad Arbor
- 1x Urborg, Tomb of Yawgmoth
- 1x Tainted Wood
- 1x Tainted Isle
Other good (utility) lands which are always good:
- Scavenger Grounds = mass graveyard-hate (exiles EVERY yard, which is including your own) on a land: because it's colorless you can... no you should play it everywhere (except in decks like muldrotha here which care a lot about the ohn graveyard)
- High Market/Miren, the Moaning Well = sac outlet on a land (I can highly recommend those lands
- Reliquary Tower = only worth the slot if you have TONS OF CARDDRAW I never found this card good outside of blue and black decka with wheel effects or cards like Ad Nauseam or Necropotence
- Geier Reach Sanitarium/Mikokoro, Center of the Sea = let's draw cards
- Haunted Fengraf/Buried Ruin = let's bring things back
- Rogue's Passage = make creatures unblockable
"Slow Lands" which sadly enter the battlefield tapped but, (in my opinion) are worth that downside:
Bojuka Bog = graveyard-hate on a land: which is every of my black decks, because somebody is always playing graveyard strategies
The Tri-lands = like Opulent Palace
I can also highly recommend visiting as a source of inspiration.
It would really appreciate it if you would visit some of my decks and leave comment there
2 months ago
I'm going to consider several changes to the deck. As for the creatures with inspired, I'm probably going to include Disciple of Deceit. The other three don't really fit any spot in my deck, so I'd leave them out.
Reagarding Thassa's Oracle, I will get my hands on one copy as soon as possible, in order to make up for an alternative win condition. I don't know if I shoud try to run also some recursion for creatures at this point, since I have some graveyard hate in the deck alraedy with Grafdigger's Cage, but I'll see.
I'm very surprised by Vizier of Tumbling Sands. It somehow slipped under my radar when Amonkhet was around. I really like the versatility it brings both through the cycle ability (which is an ability and not a spell, so it can be interacted only with a Stifle or similar), which can moreover be used at instant speed. The added bonus is the combo potential with Lotus Field (which I unfortunately traded away three months ago, screw me) and Pemmin's Aura/Freed from the Real. I'll definitely include it.
As multimedia said, I'll probably have to streamline the deck a bit more, removing janky combos in favor of consistency. It'll take some time, so I don't know when the update will come out.
I've tried the Naru Meha, Master Wizard + Ghostly Flicker shell that can interact with Phenax, God of Deception + Thousand-Year Elixir or with Altar of the Brood, or even to produce infinite mana for a Blue Sun's Zenith on an opponent to kill him or on me to combo out (even with Thassa's Oracle after the update). I however have a hard time in getting all the pieces, and many times I just found myself with one missing piece or no piece at all.
My main problem is that my playgroup doesn't like efficient tutors, so being able to keep a combo deck consistent is more difficult: for example, they may allow Lim-Dul's Vault, but not Scheming Symmetry (don't ask me why). Moreover, they don't like the presence of too many tutors, that's why I only run the vault - and I'll have to convince them to let me run Disciple of Deceit.
As a playgroup we have planned a meet up to talk about power levels and what is considered as taboo in the group. I'll have to convince them about tutors, but the social contract is something that gets hardly modified. Do you have any thoughts on how to improve or argument about it?
In the meantime, I'll try to use cards that can be both used as combo pieces and as value pieces, like the Oracle or the Vizier and to think of a streamlining of the deck.
2 months ago
So, with these colors every time people say its weak with enchantment/Artifact removal Nah, nah i say. we have cards like Expel from Orazca and other target permanent an opponent controls on top of its owner's library, then mill them (looking at you Wheel of Sun and Moon)
4 months ago
While your commander can recycle lands, without enough outlets to get them into your graveyard, ones like Dismal Backwater are pretty subpar. Fetid Pools is probably a better dual for Muldrotha and Bad River could go fetch it if needed and be a target itself to recur.
Seal of Primordium is more removal on a stick that is a different card type to be recurred each turn so you could conceivably fire off Caterpillar and Seal each turn and really keep the field clear of opposing artifacts and enchantments.
4 months ago
Hey, nice start, welcome to Commander and TappedOut :)
You can't play 2x Plague Wight in a Commander deck. Can only play 1x of every card except basic lands. The Scarab God is a powerful card as Commander General and at $30 it's not a budget card so it's great that you have it to make your first deck with.
Commander's Quarters has good overall ideas for decks, but best to not use the manabases they provide as good examples of manabases. Quarters makes budget decks, but it's deceiving because the manabases that they use are terrible since they don't allocate any of the budget for lands. Manabases are an afterthought in decks Quarters makes which is not good when the majority of people that view their content are new players who need guidance in how to best play Commander on a budget. Manabases are just as important in Commander then what creatures or other spells you play because you can't cast those cards if you don't have the right mana.
29x basic lands is fine for a one color deck, but when you're playing a second color you need more dual lands that make both colors that way you don't get color screwed having only one color of lands, but cards in your hand are the other color. As you play more Commander you will see that the majority of expense of a deck comes from the manabase because good lands in Magic are damn expensive. Most lands are expensive price, but there's still budget lands that are good such as Command Tower which is $1 and is one of the best, if not the best land, for multicolored decks in Commander.
Lands to consider adding:
- Command Tower
- Sunken Hollow
- Fetid Pools
- Tainted Isle
- Choked Estuary
- Darkwater Catacombs
- Esper Panorama
- Dimir Aqueduct
- Temple of Deceit
- Evolving Wilds
Other budget cards to consider adding (ordered by importance/price lowest ($1 or less) to highest ($3)):
- Diregraf Captain
- Lord of the Accursed
- Undead Augur
- Dreadhorde Invasion
- Mausoleum Secrets
- Carrion Feeder
- Dark Ritual
- Gleaming Overseer
- Rooftop Storm
- Dimir Signet
- Death Baron
- Cemetery Reaper
- Midnight Reaper
- Graveborn Muse
- Dread Wanderer
- Buried Alive
- Fleshbag Marauder
- Ransack the Lab
- Final Parting
Other than Scarab God you only need a few budget blue Zombies and a few other budget blue cards, you don't need very much blue because the majority of Zombies are all black. Budget blue Zombies that are worth including are Diregraf Captain and Gleaming Overseer, that's it. Other budget blue cards that are worth including are Rooftop Storm, Countersquall, Negate and Wonder.
Because of the land situation not being ideal then consider cutting all cards with double blue mana costs? Cards with single blue and double black are fine, but double blue is too difficult to make with so many Swamps. Cards such as Pondering Mage, Curse of the Swine, Didn't Say Please could be cut.
Lords help to make your Zombies bigger by increasing their power/toughness (anthem) or giving them all other abilities. The four budget Lords (Captain, Accursed, Baron and Cemetery) are a good place to start to make upgrades. Captain and Lord are each $1 or less making them excellent first upgrades on a budget. Captain, Undead and Midnight are Zombies who give you value when your Zombies die and your Zombies are going to die especially from board wipes.
Buried, Ransack and Parting help to put creatures into your graveyard to use Scarab's activated ability with. Buried and Parting can tutor for and put Wonder into your graveyard which can be a win condition with Zombies giving them all flying. Parting can do both for Wonder, putting it into your graveyard and tutoring for an Island if you need it to activate it.
I offer more advice. Good luck with your deck.