Haunted Mire

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Haunted Mire

Land — Swamp Forest

(: Add or .)

This enters tapped.

Murrow on Dredge Lessons

1 month ago

Thanks Balaam__

And I agree with you on getting value from lands. In this case I opted for Haunted Mire as a target for my land cyclers though. Strangled Cemetery is a cool land. I didn't know about that run of lands. I'll keep it in mind in the future.

Balaam__ on Dredge Lessons

1 month ago

Always appreciate a good Dredge build. My only suggestion might be to run Jungle Hollow or Strangled Cemetery instead of Haunted Mire. It’s Pauper so any dual land will have inherent drawbacks, so you might as well gain a point of life or go with the slim possibility of it not entering play tapped.

razelfark on Tron Reanimator

5 months ago

I suggest putting at least one of the common lands that count as Swamp and Forest that ETB tapped to make sure you have the right color if you need it for all the land cyclers. Example: Haunted Mire. The land might slow you down for a turn if you have to fetch it, but as a one of means you can cast any of your green spells with the swamp cycling ability and you don't have to fetch for it if it is not nessary.

legendofa on 12 land grist

8 months ago

Bookrook I might be missing something. What's the typical line of play for the first couple of turns? My thought is that Land Grant into Haunted Mire or whatever, the Swamp Forest of your choice, into turn 2 land + Dark Ritual gets the Grist mill rolling a turn sooner. Would this work?

UltimateRoxas40 on Glissa, Traitor of Mirrodin [Artifact Primer]

1 year ago

Profet93 Finally got my hands on a Mystic Forge, which took the place of Phyrexian Fleshgorger. I'm a little sad to lose one of my two Phyrexian Wurms haha, but the Forge is much more useful. I also ended up slotting in Heroic Intervention in exchange for Haunted Mire. The average CMC of this deck is low enough that I don't mind going to 33 lands. Thanks again for the suggestion!

Optimator on The start of my villain arc

1 year ago

With all the proliferate effects, Everflowing Chalice and Astral Cornucopia are worth considering over Thran Dynamo.

Also consider Nature's Lore, Three Visits, and Farseek to find Zagoth Triome or dual lands with land types (Overgrown Tomb, Woodland Chasm, Haunted Mire, Sunken Hollow, etc).

eliakimras on Jund Dragons

2 years ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

Balaam__ on Golgari Beats

2 years ago

How do you feel about the Depletion lands from Mercadian Masques expansion? Hickory Woodlot or Peat Bog, specifically. They enter tapped like Haunted Mire and their usefulness doesn’t last long, but that double or might be worth the trade off. Just thinking out loud, I suppose.

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