Swamp

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Swamp

Basic Land — Swamp

: Add .

Destroyerbirb on K'rrik Son of Yawgmoth 2.0

2 weeks ago

For cuts I would recommend:

Professor Onyx - While Liliana's side job is beneficial for society (educators are very important, especially those who help us raise people from the dead), the deck doesn't have a strong spell slinger theme so her static doesnt work, the minus three is not as optimal as it makes itself out to be, and other effects are... not worth the six mana and time required.

Charcoal Diamond - You've got a ridiculous amount of ramp in this deck already, not sure this piece is needed. Plus, with the way K'rrik, Son of Yawgmoth works, you want to ramp in colourless more than in black with your artifacts and similar since K'rrik, Son of Yawgmoth always pays for black anyways, so Mind Stone just makes Charcoal Diamond look that much more of a downgrade.

Defense Grid - Not really seeing the point. Plus, this is meant to be a casual deck, all this will do is make everyone more upset and make interaction harder.

Saw in Half - It's a fun card not really worth adding.

Meathook Massacre 2 - I have a feeling it's a bit redundant to have both, especially since they both do a bit different things and you've got many tutors. Cutting the second part instead of its original installation would make more sense because this copy does cost a lot for its effect, whereas The Meathook Massacre became so played because it being pretty low costing for everything it does.

Paradise Plume - A lot of mana for its effect, and you have too many ramp cards.

Shared Trauma - Not too sure on this card's inclusion and what it would do.

Chain of Smog - I personally don't think discard cards are very strong in EDH, might be a good cut. I can see this being played against CEDH players and having a big effect, but EDH? Not as convinced.

Grim Tutor - You've got a lot of tutors, you can cut this one.

Final Parting - Same as above.

Diabolic Tutor - You can guess what I've got to say about this one.

Platinum Angel - I think take this one out. You can't pay life below zero so I'm not sure why else this would be in the deck.

Phage the Untouchable - As you said, you'd put it in your maybeboard and have it come out a game or two so you can just say you've killed someone with Phage, but I'd probably just keep it in the maybeboard.

Orcish Bowmasters - What are you playing, CEDH?

Opposition Agent - This is really more a meta suggestion than anything, but you don't verse people with a lot of tutors, you'd be lucky if people run more than one tutor. I'd cut this just from a meta perspective, or at least have it as a maybeboard card.

Doomsday Excruciator - Eh, nah.

Dimir House Guard - It's a sac outlet and a tutor in one, so I see what you're going with, which is why I'm only partially suggesting it as a cut, but also it's not the best at either job.

Chainer, Dementia Master - Not sure I'm feeling Chainer in this deck specifically.

Bloodletter of Aclazotz - Would be a lovely card for our cube, but I think there are already better finishers in this deck.

Asmodeus the Archfiend - Another maybe cut. It's a fun and spicy card, but also you're losing a lot of life for an effect which you do better with other cards in here. You really don't want to have too many cards that do similar things, especially since you've got many tutors and draw cards.

Cabal Stronghold - You've got three basic lands. There is no world in which you could activate this card and get a payoff from it.

Emergence Zone - Playing stuff at instant speed doesn't really help your deck.

Rogue's Passage - Zero use in this deck.

/

I also have addition suggestions:

Torment of Hailfire - Not sure why this isn't here.

Swamp - Add one Swamp for every land cut.

Idoneity on Oh Jackdaw Sing Arrogance

4 weeks ago

Austin_Smith_of_Cards — Oooh! Thank you kindly for the suggestions. I'll pore through them one-by-one.

That Thalia is a lovely card and I do enjoy some taxes in competitive formats, but I do consider it a little too pesky for commander gameplay.

Thalia, Heretic Cathar, however, is one of my favourite cards. I am frankly surprised she did not find a home already. What to cut, I wonder...

Eiganjo, Seat of the Empire is certainly a strong card, and I will probably include it over a Swamp if I can ever find my spare. I am currently at the minimum number possible Plains.

To rack a few out of the way quickly Swords to Plowshares isn't my thing, as I don't like liminal kill spells all too much. Same goes for Path to Exile. I didn't want this to be a sac deck, so I avoided effects like Elas il-Kor and Nasty End. Primevals' Glorious Rebirth is a little grandiose for the "little guys" game plan I wanted to hone. And Teysa Karlov is only so good in this list, as only so many cards are dedicated to tokens.

As for the gleaming diamonds in this bunch, Teshar, Ancestor's Apostle might be simply too good to pass up. It synergies far too efficiently for me to exclude, so it will be the next card in. Secondarily, you are correct that this list struggles against noncreature strategies, so Kambal, Consul of Allocation slots in nicely.

Thank you for your feedback and have an excellent day!

heckproof on Redblack Aggro/Tempo

1 month ago

I am assuming you meant to add two Swamp and not two Island?

Also, it seems like the deck maybe is being pulled in too many directions. It doesn't seem like it has a fast enough clock for aggro and I think you'd want a few more pieces for disruption if you're wanting to play tempo. Also, some of the creatures may not be super strong (looking at Shivan Devastator in particular, which strikes me as a pretty bad card to have early game and I don't really see the payoff late game)

Apoptosis on Smile all the way

1 month ago

In: Alesha, Who Laughs at Fate (a solid recursion option), Ali from Cairo (this is a ripcord to pull when you're looking at lethal, I've found myself in this position a few times and since this deck is very good at dialing up answers, I've slotted good 'ol Ali into the deck, Callous Bloodmage (this is a needed answer for decks that also rely on graveyard recursion), Carrion Feeder (I needed a creature based sac-oulet, which would be easier to tutor and would allow infinite combos), Dolmen Gate (chose over Legion's Initiative and Reconnaissance -both of which I love and are good alternatives -I'm testing out the gate to see which one I like more), Goblin Bombardment (free sac outlet, can go infinite), Pinnacle Monk  Flip (back into the main and out from the maybe; the one game I didn't have it I found the game stretching with lots of juicy targets accumulating in the graveyard and no way to get them back; I like options), Swamp (up to 5 total, better hitting land drops), Viscera Seer (another more optimal free sac-outlet).

Out: Aether Vial (I love this card and it's done good work mid-game, but I think there is better value), Anafenza, Kin-Tree Spirit (I decided to remove the infinite combo with Murderous Redcap for more resiliency and interaction potential), Baton of Morale (I really want to showcase the power of banding and think this could be a good way to direct damage to the creatures you want to die/recur, but am testing Dolmen Gate as an alternative way to do it), Cauldron of Souls (good for ETB recursion and wraths but I wanted to bring down the CMC, tough call), Claws of Gix (replaced for better options), Denethor, Ruling Steward (better options), Legion's Initiative (I love this card and it lets me get an extra ETB trigger, but am trying Dolmen Gate as an alternative), Murderous Redcap (took out the infinite damage trigger with Anafeza), Sword of Light and Shadow (I really like swords, but felt there are better options).

wallisface on Kamarupa’s Challenge

2 months ago

I think Choke is a card you’d probably leave in the sideboard to battle decks that use islands. But I think Power Conduit is a good mainboard addition:

wallisface on Kamarupa’s Challenge

2 months ago

My thoughts as a rough draft

I feel like Bloodghast plays soo well as a wincon alongside Oboro that it felt like the direction to push in. Everything else is ensuring we get enough time to flood the board and create misery.

legendofa on The more I think about …

4 months ago

Dragging this back out to obsess about it some more with the release of the Planeswalker's Guide to Aetherdrift, Part 2. The city is being rebuilt with outside help, and it seems like enough living people and mummies survived to facilitate that. That answers two of my questions, but I still have no idea what the population numbers are. Either the city of Naktamun was much bigger than I assumed, the death toll of two wars was much lower than I assumed, or both.


Point 1: What counts as a survivor? Are only living people counted as survivors, or are mummies included? Grisly Survivor, Resolute Survivors, and Survivors' Encampment don’t provide many useful hints. There’s also Disposal Mummy, Dutiful Servants, Mummy Paramount, and Unraveling Mummy as the Amonkheti mummies in the Hour of Devastation set. In the 2017 online stories, there’s almost no mention of the mummies once the Hour of Devastation starts, and they don’t show up in the card art unless they’re the focus, so the number of mummies after the Hours is a complete unknown.

As a side point, there’s no real indication that the mummies of Amonkhet are independent, or even sentient, before the Aetherdrift Guide. In fact, cards like Dutiful Servants carry the implication that they are very much not self-aware, but Unconventional Tactics make that more ambiguous. In the Aetherdrift Guide, though, they suddenly demand independence and partnership, and have opinions and desires. This is the sort of detail I would have loved to see in the Amonkhet stories (and I was reading them as they came out). Even just a couple of paragraphs from a mummy’s point of view would flesh out the world that much more.

The March of the Machine story doesn’t offer anything else. The Amonkhet cards in March of the Machine are Blossoming Sands, Djeru and Hazoret, Injector Crocodile, Invasion of Amonkhet  Flip, Khenra Spellspear  Flip, Ruins Recluse, Sandstalker Moloch, Swamp, and Unseal the Necropolis, none of which offer too much insight.

So the number of mummies helping clear rubble and replant farms and construct a racetrack is a giant question mark. They’re simply there when they need to be and not there when they don’t. Do they count as survivors? I honestly have no idea, and that bugs me.


Point 2: How many survivors are there? The current population of Amonkhet is apparently enough to have "crowds lining the route and packing the grandstands", which to me suggests more than a few hundred, or even a few thousand. I would take this as at least tens of thousands, if not over a hundred thousand, going off typical capacities for major motor sports stadiums. This probably includes mummies as well as living people, but the total is still several orders of magnitude larger than what I would have expected.

Incidentally, I would expect the mummies—who explicitly failed the trials, usually with a major injury—to be the first ones to die. I don’t pretend to know much about invading, but cutting off supply lines seems to be pretty popular, and neither Nicol Bolas or Elesh Norn seem to have thought of that. Nicol Bolas even made sure that the people of Naktamun were entirely reliant on mummy labor, and he doesn't take advantage of that. So much for masterminds and tactical geniuses... Mummies are explicitly said to massively outnumber the living in the Aetherdrift Guide, so either Amonkhet was like 75% mummy for the Hour of Reckoning (not especially borne out by the story or cards), or they had a very low casualty rate across two invasions.

The Aetherdrift Guide includes the sentences "The Phyrexian invasion saw the deaths of tens of thousands of Amonkheti. Newly risen under the Walking Curse, these fresh undead were not eager to submit to the old order of servile mummification." I'm getting two inferences from this. First, the Phyrexians did not process, convert, or utilize tens of thousands of dead Amonkheti for whatever reason--were they immediately coated in lazotep as soon as they died?. Second, the living population of Naktamun after Hour of Devastation was at least in the tens of thousands.

So after the Accounting of Hours, there were enough living people for tens of thousands to die against Phyrexia. After Phyrexia, there were still enough survivors (probably including both living people and mummies) to form crowds of significant size to watch the Aetherdrift rally. So we’re blowing way past the 30,000 population of ancient Memphis, the most populated city in the world at its height and a major inspriastion for Naktamun. I’m not going to fault a city in a fantasy story being unrealistically big, but I would like to at least have an idea on how unrealistically big it is, besides just “big enough to support the story”.


Time to start headcanoning some numbers.

Starting with what I would consider at the upper edge of realistic, put the living and mummy population of Naktamun at 30,000 each, for a total of 60,000. Let's then assume a devastating, plane-threatening 80% mortality rate for each group, each conflict. After the Accounting of Hours, there would be 6,000 living and 6,000 mummies for a total population of 12,000. After the Phyrexian Invasion, there would be 1,200 living people and 1,200 mummies, for a total of 2,400. That could probably serve as a base to rebuild from, but it doesn't capture grandstands full of cheering crowds or Phyrexians killing tens of thousands of people.

Try some different numbers. Now, the initial total population of Naktamun is 3,000,000. Of that, let's say 2,000,000 were mummy servants and 1,000,000 were living soldiers in constant training. (This is still very high, given the apparent technology and appearance of the city.) Let's further say that there was a 50% casualty rate among the living and 25% casualty rate among the mummies for each major conflict. After the Accounting of Hours, there would be 1,500,000 mummies and 500,000 living. After the Phyrexian Invasion, there would be 1,125,000 mummies and 250,000 living. That feels too high for a city struggling to keep itself alive.

Tweaking numbers until I'm happy. 400,000 mummies; 150,000 living; 550,000 total. 60% casualty rate for both groups, each conflict. After HoD, there would be 160,000 mummies and 60,000 living survivors. After Phyrexia, there would be 64,000 mummies and 24,000 living survivors. That feels pretty okay to me. Mummies outnumber the living by about a 3:1 ratio, the Phyrexians could have killed tens of thousands of people, and there's still enough for crowds to fill grandstands and line racetracks, assuming it's mostly mummies.


On other notes from the previous discussion, there’s still no real word on where Crested Sunmare came from, which is interesting, and the “Death Race” set does go through Amonkhet.

Also... (spoilers) Show

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