Basic Land — Swamp

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Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Oldschool 93/94 Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Swamp Discussion

smilodex on Sir, That's the Recycling Bin

1 day ago

Cut the duplicates

If you can afford it, exchange Ghost Quarter vs Wasteland and Cabal Pit vs Ancient Tomb (or for Bojuka Bog)

Other good (utility) lands which are always good:

"Slow Lands" which sadly enter the battlefield tapped but, (in my opinion) are worth that downside:

I can also highly recommend visiting as a source of inspiration.

It would really appreciate it if you would visit some of my decks and leave comment there

LordBlackblade on Karlov/Sorin Blessed

1 week ago

Well, here's how I would do this deck (since I already did!): Karlov's Tithes

Jokes aside, here's what I would do with your current list:

  • For the lands, I would just turn them into basics. I'm sorry if I gave the impression you should actually cut lands, what I meant was run different lands in those slots. In a two color deck like this, fixing shouldn't really be an issue often, if ever.

  • Specifically, I would put in three Plains and two Swamp to keep your lands balanced. In addition, I might add maybe two more lands bringing your total to 35. You might be able to get away with 33, but that is a little light for my personal tastes.

Looking at what you want to add, we need to make 12 cuts (which is a lot) but here's what I would cut (starting with the easiest cuts and getting murkier as we go):

  • Armillary Sphere - This fixes your colors, but doesn't ramp you. I would personally run any other ramp over this.

  • Fountain of Renewal - I get where you're coming from with this; however, it is just too slow.

  • Tablet of the Guilds - The issue with this one is how many spells you are going to cast. Orzhov doesn't ramp super well, you're probably going to be casting one, maybe two spells per turn, making this ever so slightly better than Fountain of Renewal.

  • Thrull Parasite - See Tablet of the Guilds. My biggest concerns with extort are A) How many spells will you cast each turn? and B) Will you have enough mana to consistently pay for extort.

  • Basilica Screecher - See Thrull Parasite.

  • Tithe Drinker - See Thrull Parasite.

  • Spirit Loop - I also see where you are going with this. For an aura it's not bad, but I also don't think it is as impactful as some of our adds

  • Orzhov Cluestone - Just an okay rock. I usually avoid ramp that costs more than two mana

  • Hedron Archive - See Orzhov Cluestone. Also your deck is pretty color rich (Orzhov decks usually are), so colorless mana doesn't get you as far as it would in other decks

  • Sorin, Vengeful Bloodlord - His effect is not bad; however, you will rarely have sufficient boardstate to protect him, in my opinion.

  • Underworld Connections - Card draw is good. That said, experience has taught me that burst card draw a la Syphon Mind trumps incremental advantage in a wide variety of cases

  • Heliod's Intervention - I like the versatility and instant speed of this. I considered it for my own deck at one point. Unfortunately in EDH you can't run everything so sometimes you have to cut decent cards to make room for more decent cards!

stupidmagikarp147 on Ascend my Brethren!

2 weeks ago

Maybe a Swamp and/or Island (for 1 or 2 Karn's Bastion)? That way you still have enough basics to make Fabled Passage useful and still have the green sources to make the deck playable. Black is the least used color in this list followed by blue so I would cut a Swamp first then an Island if you want two, but don't cut any Forest for any more because then Fabled Passage wouldn't work as well with more basics than passages. I don't think that playing at least 1 Karn's Bastion would hurt because of the mana fixing from the Paradise Druid and Gilded Goose, and playing 2 probably wouldn't hurt too much either for the same reason. However, playing with 4 basics and 4 Fabled Passage doesn't look well, so you could also try cutting 1 Fabled Passage for another Temple of Malady to balance it out a little. End result of -1 Swamp, -1 Island for +2 Karn's Bastion, and -1 Fabled Passage, +1 Temple of Malady if you think having 4 basics and 4 Fabled Passage would too much of an issue.

Barbarian_Sun_Pope on Let's see what kind of trouble we can get into

3 weeks ago

Personally I think the logistics of the deck should always come down to playtesting and the local meta. That being said, here's what I'd change out from a glance. Also I avoided most of the discard to make room for card draw.

Remove - 15

Add - 15

  • 4 Swamp - Bringing the land count to 22 because a lot of cards in your deck still require mana for abilites. (Pack Rat, Bone-reader, Piper, Ink-Eyes)
  • 3 Ayara, First of Locthwain - Not 4 to avoid dead draws because it is legendary.
  • 4 Piper of the Swarm - Not legendary, earliest token generator, and works with pretty much everything in the deck/fuels Ayara and Marrow-Gnawler.
  • 2 Morbid Curiosity - To fill up your hand mid to late game.
  • 2 Read the Bones - More card draw


You'll still have 20 rats in the deck, which should keep Marrow-Gnawler happy. Read the Bones and Morbid Curiosity are probably the easiest thing to change here for sideboard. I'd probably replace it with Throat Slitter and/or Okiba-Gang Shinobi (or two of the bonus cards) depending on the meta. Hope this helps and I wish you luck with you FNM =).

ASmallPotato on Official missing/incorrect card/token thread

3 weeks ago

Odyssey Swamp 341 is missing


xtechnetia on Sheldon From The RC is ...

1 month ago

I don't think Flash was ever banned previously. Protean Hulk was, but if you're only going to ban one of the two, Flash is undoubtedly the superior choice.

Anyways, the primary reason to be against a Flash ban is that it sets what is a troubling precedent for some players: the RC banning on competitive grounds (and really only competitive grounds), making EDH more like every other format in existence.

Every non-rotating constructed format in existence, over time, trends towards increased speed, efficiency, and consistency. Your sweet 20 mana 6 card combo that takes 5 turns to setup is assuredly brutally outclassed by something like (Legacy example) Swamp -> Dark Ritual -> Entomb -> Reanimate Griselbrand.

EDH is the one notable format which sort of holds this trend at bay thanks to various factors, which is a large reason for its continued popularity. And banning Flash, to some players, says that the RC acknowledges competitive EDH and will perhaps continue to ban with them in mind, potentially fucking with casual decks in the process (like right now I'm sure someone out there has some janky Flash->Arena Rector superfriends deck that they would really appreciate holding onto).

This isn't to say I personally am against a Flash ban, this is just me trying to explain why a Flash ban could be considered troubling.

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