Hissing Quagmire

Hissing Quagmire

Land

Hissing Quagmire enters the battlefield tapped.

: Add or to your mana pool.

: Hissing Quagmire becomes a 2/2 black and green Elemental creature with deathtouch until end of turn. It's still a land.

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Trade

Have (1) metalmagic
Want (2) Deviconus , Bwearmp

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Legality

Format Legality
Duel Commander Legal
Vintage Legal
Casual Legal
Leviathan Legal
Block Constructed Legal
Modern Legal
Legacy Legal
Unformat Legal
Oathbreaker Legal
1v1 Commander Legal
Pioneer Legal
Limited Legal
Highlander Legal
Canadian Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal

Hissing Quagmire occurrence in decks from the last year

Latest Decks as Commander

Hissing Quagmire Discussion

Destroyerbirb on Sakashima rough draft (Please Help)

1 month ago

Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.

I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.

Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.

Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.

Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.

Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.

Echo Storm has great potential in an artifact based storm deck, but not here. Same argument as with Thirst for Knowledge.

Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.

I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.

Expedition Map: Only good if you are running some amazing land cards or land combos, such as Cabal Coffers + Urborg, Tomb of Yawgmoth.

Mirror Shield? Just don't run it.

Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.

Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.

Grave Titan is an all-star. It is an army in a can, and when copied, it gets out of hand. I would also like to suggest Sheoldred, the Whispering One because one copy alone can take over games.

Cackling Counterpart is one of the best copy spells ever, right behind Rite of Replication.

As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.

Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.

Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.

Lumbering Falls and Hissing Quagmire: You already have one man land, so why not work with some more? Cloning these lands is essentially ramp.

Rejuvenating Springs, Morphic Pool and Undergrowth Stadium: If you have the budget for these, they are essentially dual lands.

Temple of Mystery and Temple of Malady: I'm not sure what is with the deck and incomplete cycles, but if you run one temple you should run all three.

Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.

Hinterland Harbor, Drowned Catacomb and Woodland Cemetery: Check lands are really good, but get them soon because they are slowly rising in price.

Fabled Passage, Evolving Wilds and Terramorphic Expanse: Basic fetchlands. (Did you get my pun?)

The filter lands from Lorwyn, (Flooded Grove, Twilight Mire and Sunken Ruins) are pretty good if you can get them.

Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.

Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!

If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)

I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.

Daedalus19876 on Hapatatra test

6 months ago

Golgari Rot Farm, Hissing Quagmire, Jungle Hollow, Khalni Garden, Oran-Rief, the Vastwood, and Temple of Malady would be immediate cuts from me. I'd run things like City of Brass, Mana Confluence, Overgrown Tomb, Forbidden Orchard, and fetches instead (if you can afford them).

cmsrDPM on Synonyms/Nicknames System for Deckbuilding and …

7 months ago

Don't forget the manlands. Including the Zendikar cycle (with Celestial Colonnade, Hissing Quagmire, etc), the monocolor cycle (with Treetop Village, etc), and the other ones (Mutavault, Inkmoth Nexus, etc).

ImmortalDawn on Nethroi, Apex of Value

8 months ago

I've been playing around with a decklist for Nethroi, too. I really like your budge approach. I was trying the same at first but couldn't stop me from buying all these cool overpowered and overpriced pieces of cardboard :D

I think Season of Growth would be good with a reasonable amount of mutate creatures. Lumberknot too because it (or a mutant) keeps growing and is permanently hexproof on top. Golgari Grave-Troll is also "fairly" cheap at the moment. And the manlands Stirring Wildwood, Hissing Quagmire and Shambling Vent can act as a backup to mutate onto after a board wipe.

Prospekt on Sultai Self-Mill

8 months 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.

Take out: Cranial Archive, Enhanced Surveillance, Devious Cover-Up, Gather the Pack, Migratory Greathorn, Polukranos, Unchained, Shepherd of Rot, Vengeful Dead, Void Beckoner, and all petitioners.

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.

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