Fetid Pools

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Legality

Format Legality
1v1 Commander 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fetid Pools

Land — Island Swamp

(: Add or .)

This enters tapped.

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

shadowjules on Budget Cycle Storm

3 weeks ago

Hey QuantumGeckoGuy! Very cool deck man, I tinkered with something like this for a while as well.

I tinkered with a similar concept for ages. Instead of looking to scale with Drannith Stinger and Marauding Mako, mine had a combo win with Lotleth Giant, and a secondary beatdown plan with Hollow One and Chitin Gravestalker. The deck DESPERATELY needs to cut down as much as humanly possible on any card without cycling. I think running Dark Ritual is a mistake, as you can get similar results with 4 copies of Lotus Petal - when churning through your deck, you can combo off so much earlier with you effectively know you can consistently find free bursts of 1 mana to cast Songs of the Damned. The difference between your bursts of mana costing (1) and costing (0) is huge. Running Lotus Petal is extra good when accompanied by a suite of (1) cost cyclers. Drannith Stinger is a good start, but I would run every creature with a (1) mana cycling ability ever printed - it just adds a crazy amount of consistency. I've found that 38 to 40 creatures with cycling in the deck is ideal for a 1 turn combo kill.

Finding lands is extra easy with cards like Troll of Khazad-dum and Oliphaunt. With the amount of cards that cycling lets you see, you really don't want to mulligan. These landcycling cards are huge because they often allow you a turn 1 tutor of a land in the early game (Troll of Khazad-dum gets you Fetid Pools and Oliphaunt gets you Canyon Slough). You can tutor for a land turn one either with an untapped Ash Barrens or the strict upgrade in Capital City that also filters your mana, or again with a turn 1 Lotus Petal. Later in the game, the land cyclers are never dead draws, because they tutor for a dual land, that also ends up cycling away, letting you see more cards and remove more lands from your deck as you combo off.

Crucially for the combo win, Lotleth Giant only cares about creatures in your graveyard, so do keep that in mind when comboing off. I tend to split my graveyard into two piles - 1 with creatures and 1 with noncreature spells (cycled lands, lotus petals, and so on). The combo turn needs to resolve a Songs of the Damned to cast Lotleth Giant usually, but thats not always super hard. A sideboard tech of Miscalculation really helps protect this here. Also 2 Shadow of the Grave is usually enough to stop your deck from running out of steam, especially since you run out of steam after seeing like around 30-40 cards in your deck. Again, Lotus Petal is so useful here.

Finally, I've found that you CAN run 3 fluctuators and not 4 if you're able to have a split of cycling cards with a low enough curve. This deck really wants to minimize the turns it spends not spending mana, so again, Ash Barrens and Capital City not entering tapped is really important, same for your Lotus Petal. These untapped mana sources, along with 1 mana landcyclers and 1 mana cycling creatures gets this deck to be much more consistent and much faster.

Built like this, the Hollow Ones / Chitin Gravestalker Beatdown plan is more of a trick to trip up your opponent rather than a primary win condition. When your opponent plans to counter your big combo turn, dumping 2 4/4s and a 5/4 onto the battlefield really early can be backbreaking. THese are the matchups where something like Drannith Stinger is just a lot less useful as a pinger, and I would think of Marauding Mako and Drannith Stinger as plank cards with cycling rather than win conditions.

This deck has trouble against certain kinds of graveyard hate. It never targets anything in the graveyard, and never looks to play things directly out of your graveyard, so cards like Grafdigger's Cage and Soulless Jailer don't do anything. But cards that exile our whole graveyard or stop cards from getting to the graveyard (Rest in Piece / Leyline of the Void / Soul-Guide Lantern) make the Lolteth gameplan obsolete. Sideboarding in Ominous Seas still turns out cycling card draw into massive beaters, and this can still let us combo into two or three 8/8s to threaten a short clock.

The deck has some potential and honestly is a ton of fun to tinker with. I've been iterating on it for ages myself. Here's my list if you're at all curious (Ignore the silly name and out-of-date descriptions, its a little messy and I started it 5 years ago in high school). Deck: deck-large:cycling-coombo-deck

Wesinator69 on Imma Baddie I Do What I Please

10 months ago

I know you hate tapped lands so I would suggest the following:

Also I hate Temple of the False God it should stop being included in precons. Plus 37 lands is a bit much. There are a couple other cards that don't seem to do enough for the mana cost. So I would also suggest the following:

Mofogigas on A Pimp Named Sliver Overlord

1 year ago

If your going to abuse Mana Echoes then I don't think you need as much cost reduction. There are only 8 slivers in your deck that benefit from having there cost reduced by two. I think the first card I'd cut would be Urza's Incubator. Also I would consider Farseek instead of Fellwar Stone or Darksteel Ingot, which I would cut both. Farseek is in the same vein as Nature's Lore and Three Visits which ramps you the same amount of mana as those potentially removable mana rocks would while also filtering land out of your deck. On the matter of your mana base, I don't see a reason to run Prairie Stream, Smoldering Marsh or Sunken Hollow since they are almost guaranteed to enter tapped anyway because of the lands you run. If you must play the ones with multiple land types the cycle with cycling would work better since you can discard them for something else if you no longer need the mana, Scattered Groves, Sheltered Thicket, Fetid Pools, Irrigated Farmland, and Canyon Slough.

Fluggleshmuggits on Cube Eternal

2 years ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

Immortalys on Land mana (Inner)

3 years 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?

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