Shambling Vent

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare

Combos Browse all

Shambling Vent

Land

Shambling Vent enters the battlefield tapped.

: Add or to your mana pool.

: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.

Shambling Vent Discussion

multimedia on Teysa karlov, lady of pain

1 month ago

Hey, good version of Teysa.

Consider adding a mass reanimation engine or cards? Lots of things dying and triggering die triggers is good, but you want to repeat this process easily so you don't stall out. Athreos, God of Passage is fine, but he's not reanimating he's recurring; you have to cast the creatures he returns.

Consider Reveillark ? It's a budget way to reanimate a lot of creatures with power 2 or less which is many creatures here: all the aristocrats, afterlife creatures, Teysa herself, etc. Lark's triggers Teysa if it leaves the battlefield as a result of it dying letting you reanimate four potential creatures. Karmic Guide is another excellent way to reanimate a creature and it's a combo with Lark since Guide has 2 power. Add a sac outlet such as Viscera Seer and an aristocrat such as Zulaport Cutthroat then this combo is a win condition with unlimited die/gain life triggers from Cutthroat because both Lark and Guide are constantly dying and reanimating. Seer and Cutthroat can be reanimated with Lark.

Living Death and Command the Dreadhorde is mass reanimation. Living is also mass sacrifice since you sac all creatures you control after exiling all creatures from your graveyard and then put all the exiled creatures onto the battlefield; the saced creatures go to your graveyard. If you're gaining life then Dreadhorde is a good use of life to reanimate creatures or Planeswalkers in all players graveyards. Yes, you can gain control of your opponents cards too.

Whatever strategy you're playing with aristocrats Skullclamp is king. Consider dedicating some deck spots to budget cards that can tutor for Clamp: Open the Armory and Diabolic Tutor ?

Budget cards to consider adding:


Cards to consider cutting:

  • 2x Swamp
  • Scoured Barrens
  • Orzhov Cluestone
  • Ancient Craving
  • Death Grasp
  • Immortal Servitude: unreliable reanimation since it's not X or less it's only X.
  • Butcher of Malakir: high mana cost redundancy, already have Pact and Dicate.
  • Imperious Oligarch: least good afterlife creature here.
  • Twilight Drover: fine when sacing tokens, but very slow.
  • Crypt Ghast: better to not build your manabase around this card since you need just as much white as black. Can't count on having Urborg every game.
  • Maw of the Obzedat: five drop sac outlet, can do better than this.
  • Field of Souls
  • Open the Graves
  • Dark Prophecy: its effect is good because it triggers when tokens die, but triple black is a difficult mana cost to make with 9x Plains.

edengstrom1 on Teysa aristocrat build

1 month ago

I agree with SP3CTR3_chelts I think you can go down to 36-37 lands pretty easily. I would also look at getting a few dual lands as well. Some fairly budget ones are Tainted Field , Scoured Barrens , Temple of Silence , Concealed Courtyard , Caves of Koilos and Shambling Vent . They will help make sure you have the colors you need and let you get away with having less land. I know buying lands is not always the most fun way to spend your money, but it's almost always worth it.

I noticed you only have 1 board wipe, and would suggest a couple more. I really like Fumigate and Phyrexian Rebirth since they either gain you life or leave you with a big creature token. Also, Swords to Plowshares is only a couple bucks and the best creature removal you can get for commander.

SideBae on Ayli, Eternal Pilgrim EDH (Help Needed)

1 month ago

First of all, thank you for including the budget in your deck description. It helps me to know what kinds of cards to suggest.

Swords to Plowshares is one of the few one-for-ones I think should be regularly run in EDH -- you should include it in this list. It is easily better than Path to Exile , as the ramp is significant in a format like EDH, where people are always trying to do big things. Ashes to Ashes is another good piece of removal, as it kills two things with one card; Kaya's Guile is similar. Despark is worth considering, if only because of its versatility.

Entomb is 7-odd dollars these days, and if you pair it with Animate Dead , Unburial Rites , Reanimate or Dance of the Dead you can cheat out a fatty like your Harvester of Souls or Sheoldred, Whispering One nice and early. Buried Alive is similar to Entomb . Consider an Ashen Rider or Grave Titan as other reanimation targets.

Caves of Koilos is a good enters-untapped land to consider, as is Isolated Chapel . Shambling Vent , Command Tower and possibly Godless Shrine or Silent Clearing are also worth considering. Speaking of lands, I think you're running too many. Thirty-three lands is generally about where you want to be -- thirty-eight is generally only appropriate in landfall-style, Azusa, Lost but Seeking -type decks. Including more mana-rocks like Mind Stone , Coldsteel Heart , the soon-to-come-out Arcane Signet , Fellwar Stone or Prismatic Lens is also worth considering.

Blind Obedience is a good way to slow down your opponents while providing a way to recoup life you pay to your Necropotence or similar. Blood Artist and Cruel Celebrant are also good cards in the vein of draining opponents.

Card advantage is a big deal in EDH. Phyrexian Arena is worth considering, even if it is a big expensive these days; Twilight Prophet is similar. Night's Whisper and Ambition's Cost are good one-shot draw-spells.

Dawn of Hope is worth considering, especially if you also choose to add Mentor of the Meek . Having tokens to sac with Ayli, Eternal Pilgrim 's abilities (especially the second one) is good. Which brings me to recursive creatures: Having creatures who return themselves to the board will make Ayli, Eternal Pilgrim that much stronger. Nether Traitor , Reassembling Skeleton and Bloodsoaked Champion are worth considering.

Mother of Runes is a good way to protect your creatures from spot-removal. Similarly, hatebears like Thalia, Guardian of Thraben , Vryn Wingmare , Glowrider , Aven Mindcensor or Leonin Arbiter . Smallpox is a card I really love in EDH, and its daddy Pox is worth a nod of consideration as well -- I do think Smallpox is the better of the two though.

If you choose to run Snow-Covered Plains and Snow-Covered Swamp s instead of regular basics, you can run Dead of Winter as a pretty powerful boardwipe that gets around Gaddock Teeg . Planar Cleansing is also worth consideration.

Fiend Hunter is an interesting card I thought of when I looked at this deck. Sac-ing him with the exile trigger on the stack makes the 'return to battlefield' resolve first, resulting in a permanent exile effect. This may be too marginal a synergy to include, but I figured it'd be worth at least mentioning.

Diabolic Edict and Chainer's Edict are both better than Blighted Fen .

Right. That's all from me, at least as far as I can think right now. Good luck with deck building!

JKRice on Mardu Bitter Impact

1 month ago

Nice deck! I have some suggestions

24 is kind of a high land count, and you don’t really see it in decks that aren’t ramp theme. I would recommend cutting out your two Shambling Vent s. For the nonlands, there are a couple of odd choices I see. Leyline of Combustion is just strictly bad. It would be better to have a less expensive creature that provides more value for the deck. Also, Plague Engineer seems like more of a sideboard card than anything else. Maybe have one or two of him in Mainboard, but three is a lot. Lastly, Eerie Interlude might seem like a good card, but you actually don’t have a lot of valuable etb creatures. Also, when you blink your blossom tokens, they don’t come back to the battlefield, as per the ruling in interlude. I think you don’t need four giver of runes, just three, and I also think you should have three angels and one felidar guardian, since angel has flash.

I would recommend more ETB creatures. Seasoned Pyromancer is the new card that I have seen in a lot of mardu decks, and it would be a crazy value generator, giving you tokens when you flicker it with your angel and deluded guardian as well as providing three etb triggers for purphoros and impact tremors. Thought-Knot Seer might be a good card, getting rid of any answers your opponent might have in their hand. Fiend Hunter could also be good; you can play fiend hunter, exiling one of their creatures, then in response to the trigger you flicker fiend hunter. The card is exiled, but it will never get the “when fiend hunter leaves the battlefield, trying to opponent’s battlefield” trigger, since the flickered fiend hunter is treated as an entirely new creature. If you want to just spam out creatures, Lingering Souls and Secure the Wastes could work quite well.

multimedia on Firers watch your front

2 months ago

Hey, nice budget version of Teysa :)

Budget lands to consider adding:

Cards to consider cutting:

  • 3x Plains
  • 3x Swamps
  • Temple of the False God
  • Scoured Barrens

I offer more advice if you would like. Good luck with your deck.

JKRice on Esper Mentor - Please Help :)

2 months ago

I’ve always loved mentor, but I’ve always tried mardu pyromancer builds that didn’t work out too well.

I think this deck style is perfect for mentor, but I think you are trying to do too much in the creature section of the deck. I like mentor, I like TiTi, and I like snapcaster. But it seems to me as though you would want a deck with as many spells and as few creatures as possible. Honestly I would cut both the tasigurs and the jace, and maybe go up to three TiTi. I know it is tempting to have a big creature like tasigur, but mentor becomes a bigger threat than tasigur very quickly, and TiTi does more damage and has more utility. I think loading your deck with more interaction and one mana spells would probably be better for mentor. I also think you can cut one land, even if you keep tasigur in, since all of your spells can be cast for three or less, and snap will usually cost three or four. I might also cut lingering souls. Since you have lots of cantrips, and you play Unearth , you are probably going to have a mentor on the field as a finisher for most games. Those extra two tokens won’t matter very much when you have a board full of prowess creatures. I only say this because when you compare the value you get out of mentor to the value you get out of souls for the same mana, it doesn’t come close, so it might be better to just run more cantrips so you can dig for mentor.

On the landbase. If you have the necessary funds, switch out Shambling Vent for Creeping Tar Pit , since it is much better Late Game to have ensured damage than to have a little bit of life gain. If you don’t have the necessary funds, don’t run shambling vent. I would go down one flooded strand, to seven total fetchlands, and I would also cut the minamo (only if you are also cutting jace). If you keep jace, also keep minamo. I think you just need some more basics, so I would also cut drowned catacomb. Your fetchlands can fix enough that you probably don’t need a catacomb, especially since you need manafixing turn one for your one drops, and catacomb can’t come down on turn one. If you want to play a non-shock dual, I would just run more fastlands like Darkslick Shores .

I would add serum visions as a four-of and also up the count of brutality, push, and path. Or ou could just not run serum visions and have a heck ton of interaction.

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Shambling Vent occurrence in decks from the last year

Modern:

All decks: 0.12%

Commander / EDH:

All decks: 0.02%

WB (Orzhov): 0.61%