Twilight Mire

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Twilight Mire

Land

: Add .

, : Add , or .

Dead_Blue_ on Rock Deck 2022

1 month ago

Not a chance in the world of that happening. Allow me to elaborate:

Yavimaya, Cradle of Growth is often one of the best lands to draw, it’s the second Urborg, Tomb of Yawgmoth allowing to tap for colored mana on fetches as well as allowing stuff like Godless Shrine or even Urborg, Tomb of Yawgmoth to tap for green.

Takenuma, Abandoned Mire is useless more games than not but the ability to find you a threat in the late game when it comes down to top deck mode is the little nudge decks like this are all about.

Twilight Mire is essential to balance out the play set of Treetop Village

Blooming Marsh is a great card, I’ve ran it before in Rock and if I wasn’t running Damn I’d swap in the fastlands right away.

The thing I am having trouble with is the creature suite. I feel like 4x Dark Confidant is wrong in this meta, he never lives to put in any work. Goyfs, ScOoze & Flayer have all been great but good ol Bob isn’t good any more

Grind on Dragon Draining Drones

1 month ago

Cool deck!!!
Your creatures and scion token generators seem legit. Any thoughts about Phyrexian Reclamation, Birthing Pod, Whip of Erebos, or Skullclamp?
Also your mana base looks a little risky with reliably getting all 3 colors early game. I would consider cutting some of your colorless lands for Vivid Marsh or other vivid lands, if you are budget conscious, or adding some untapped filter lands like Twilight Mire, or Path of Ancestry for all 3 colors.
Anyway, just some thoughts, cheers and have fun!!

lhetrick13 on Beyond the Grave (Abzan)

2 months ago

squiGGhetti - Good stuff! Thanks for taking a look!

Hmmm...maybe I will drop the filter lands like Twilight Mire, Wooded Bastion, and Fetid Heath and double the shock lands I am currently running. I will say I have had games where I start with like 3 lands in my hand but they only can generate colorless mana which kills the hand. Adding the shock lands would give me more to fetch and still provides me the option to play fast or treat it as a tap land if speed is not of the essence. I am not sure on dropping it down to only 20 lands though, with an average CMC of 2.23, I want to hedge that bet. 21 lands is pretty optimal for starting with 2-3 lands in hand with good odds of drawing an additional land in the next three turns making it so the deck SHOULD be able to play anything by turn 4...should being the key word...

Two people now pushing for Unearth now huh? I do like the card as it provides a cheap return for a 3 CMC creature or provides you a draw if not needed but I am just not understanding why it seems like a good fit for this deck. Generally, I have a lot of ways to cheat or force Haakon, Stromgald Scourge to the field and at that point, as long as he is not exiled, I can continue to cast him or another as needed. Can you expand on why Unearth is a good fit?

You are not wrong that there are better removal spells out there than Nameless Inversion. I mean Dismember comes to mind for a similar card that is more effective and potentially less mana intensive to boot! However, what I LOVE about Nameless Inversion is its ability to be recast over and over. Bar Hexproof this can remove any creature from the board if I have the mana for it or I can remove multiple weaker creatures on the same turn. Trust me, if the game last more that 5-6 turns, Nameless Inversion will greatly outplay any other standard removal spell out there in this deck.

I do love Collected Company. I built my first tribal knight deck around it (For Honor and Glory!!!) and try to find a place for it where ever I can! I was running a full playset but dropped two copies to make room for Eldritch Evolution as I wanted to try that out to see how it faired. Now you have caused the dilemma of having to test drive Pyre of Heroes as well!

Agreed on Knight of Autumn. She is actually the only reason I created this Abzan version of the Haakon deck. The original was the Mardu version but I lover her versatility. Few things are more rewarding that watching my opponent cast a high CMC enchantment or artifact only to destroy it with Knight of Autumn!

On the debate of Pyre of Heroes vs Eldritch Evolution I think you may be right...I like the idea of being able to cast it T2 and use it on T3 with any creature I sacrifice being able to be resurrected whenever I desire. Definitely going to try it out over the next couple of weeks as it as merit. Not sure I would drop Aether Vial for it though, those free up my mana for dropping creatures and spells or just let me drop multiple creatures per turn if needed.

Two of the four honorary mentions you listed originally were in the deck. I dropped Knight of the Ebon Legion and Knight of the Reliquary as they just did not feel optimal in this deck. Murderous Rider is great but when he dies he gets shuffled into the library which is counter-productive for this deck but I do love that card. I have a similar relationship with Knights' Charge, love the card on principal but just seems so slow in practice. I do see your point though in terms of it having some merit in a aggro knight deck built around letting creatures die or be sacrificed...I will add that to the maybe list...liking it more as I think about the possibilities.

Sorry for the long comment but thanks for the feedback and suggestions! As I mentioned, good stuff!

skibulk on It's My Rite to Poke the Dinos

2 months ago

When using cards cards like Pestilence, I find the filter lands come in handy: Twilight Mire.

Now you have a few options to upgrade Llanowar Dead: Ornithopter of Paradise, Llanowar Loamspeaker, Sanctum Weaver, Sylvan Caryatid, and Biophagus.

legendofa on Death to Tokens

3 months ago

I think you could add something like Flooded Grove. The only cards that require multiple colored mana are Hunted Troll and Hunted Phantasm, so the double color can help you there, and it can convert a Watery Grave into a Sylvan Scrying.

And as I look at this again, I realize the only white card is Mercy Killing. My gut suggestion is to drop the Reflecting Pools for a Flooded Grove and a couple of Twilight Mires. In my experience, you can get by without for the first couple of turns, and that's when you really need and here.

If it works for your budget, I also recommend at least one more Overgrown Tomb. My impression is that the land sequence should be something like T1 Watery Grave or Overgrown Tomb, T2 shockland, Twilight Mire, or Woodland Cemetery, T3 Watery Grave or Flooded Grove.

trippy_mcfly on Cumly Cube

5 months ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

nbarry223 on Glittering Company

10 months ago

Came across Agadeem's Awakening  Flip which would almost work as a clunky recursion combo assembler if flooded, so I definitely think that is worth considering. Field of Ruin like I mentioned earlier, is solid land hate that replaces itself with a colored manasource. Kazandu Mammoth  Flip / Blackbloom Rogue  Flip / Tangled Florahedron  Flip would be a 'land' that could be found with Collected Company, just be careful of how many tapped lands are included if you decide to include any of those.

Mistveil Plains could help with the mill matchup, and it works to give you a Chord of Calling target if needed, plus it is findable with fetches. Oran-Rief, the Vastwood lets you get a lot out of Kitchen Finks, so it may be worth an inclusion. It would also help if you transition to an aggro strategy during the match.

I've personally always liked Reflecting Pool as a singleton psuedo-mana fixer and one or two of the filter lands (Wooded Bastion / Fetid Heath / Twilight Mire) in 3+ colored decks to alleviate the burden of all the life loss cards (shocks + fetches).

Castle Garenbrig would work as some slow ramp, probably not worth it, but figured I would mention it. Turntimber Grove / Llanowar Reborn would help to get more out of Devoted Druid and the like, although it probably isn't worth coming in tapped (the Grove would sort of be a combat trick when found with Elvish Reclaimer as well). Turntimber Symbiosis  Flip / Emeria's Call  Flip would be some other clunky options, that I just don't think are worth it.

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