Ancient Tomb

Ancient Tomb


: Gain . Ancient Tomb deals 2 damage to you.

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Printings View all

Set Rarity
Zendikar Rising: Expeditions (ZNE) Mythic Rare
Ultimate Masters (UMA) Rare
Ultimate Masters Promo (UMAP) Mythic Rare
Zendikar Expeditions (EXP) Mythic Rare
Vintage Masters (VMA) Mythic Rare
From the Vault: Realms (V12) Mythic Rare
Tempest (TMP) Uncommon

Combos Browse all


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

Ancient Tomb occurrence in decks from the last year

Latest Decks as Commander

Ancient Tomb Discussion

Snap157 on All Cops Are Bastards

1 day ago

Maybe Ancient Tomb, City of Brass, and Tarnished Citadel for the land base?

DemMeowsephs on Licia Blood Bending (Mardu Life control Voltron)

1 week ago

Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!

Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.

Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!

I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

DemMeowsephs on Rhys' Revenge

2 weeks ago

Hey there! Elves are indeed a super fun creature type, I've whipped up a few decks for them in the past, thus I may have some suggestions that may be of use for you! First off, Twilight Mire would make a great addition to this deck, and I can say from experience that they help you quite a bit. There is also Blooming Marsh, which may not be your thing, but works very well for me in some of my decks. Strip Mine/Wasteland can definitely up the power-level of your deck, as almost nothing works better than destroying your opponent's lands, especially since the ability is hard to stop. Ancient Tomb is also an amazing card, and based on the card costs in your deck, I think you could use this quite a lot to your advantage in the deck, especially because you're gaining life. Last but not least, I would possibly recommend Mana Confluence, City of Brass, and Reflecting Pool, if you think your mana base needs it, though I think it looks pretty fine without it. You may also want to replace all your basics with Snow-Covered Swamps and Snow-Covered Forest, as they are cheap, and function the exact same as basics, meaning they are still considered basic lands, etc, except they can be very good if you are facing a snow deck. While this isn't likely, it is always something to consider. Speaking of the mana base, there are some notable cards missing here, and I would consider the following for ramp: Birds of Paradise, Sylvan Caryatid, Nature's Lore/Three Visits, Selvala, Heart of the Wilds, Exploration, Burgeoning, Explore, Emerald Medallion, Sol Ring, and of course Arcane Signet. I understand a couple of your elves can ramp, but its good to at least have 7-10 ramp spells in the deck, and some of the above might be very helpful in that regard. Now enough about the manabase, how about we look into your elves! Here are a list of a bunch of elves you way want to consider: Abomination of Llanowar, Ezuri, Renegade Leader, Marwyn, the Nurturer, Dwynen, Gilt-Leaf Daen, Fauna Shaman, Allosaurus Shepherd, Shaman of the Pack, Elvish Champion, Heritage Druid, Yeva, Nature's Herald, Joraga Treespeaker, Wirewood Symbiote, and many more! You also may want to consider some tribal cards, like Coat of Arms, Vanquisher's Banner, Door of Destinies, Herald's Horn, Urza's Incubator, etc. Last but not least, you may want to include Umbral Mantle, Sword of the Paruns, and Staff of Domination, because if you have Elvish Archdruid, Priest of Titania, or something that gives 3+ mana, you can get INFINITE mana with these cards, making them quite good! Anyways, these card suggestions may not be your sort of thing, or they may give you something to think about, but either way feel free to check out some of my decks, like Double Trouble EDH ⫸PRIMER⫷, and give them some support if this helped! Now I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

Papini on Gabtuls

3 weeks ago

Can you explain the purpose of Retreat to Coralhelm I see a lot of people running it, but I can figure out why it doesn't look good but maybe I'm missing something.

I was wondering how many games have you played with your Omnath deck, I played against my own decks (1vs1) like twenty-ish games and most of the games I found that Sol Ring, Mana Crypt, Ancient Tomb slow down my deck because during the early game I need coloured mana and late game I have enough mana and I don't need the sol ring-type effect. I'm genuinely curious about this.

How are you liking Escape to the Wilds? I was thinking of putting it into the deck. I think this sort of deck really needs card draw.

LeaPlath on Eyed Abyss of Rainbow Irises - Jodah and Jegantha

3 weeks ago

If you are podding then you aren't casting so it doesn't matter and it shuts down combo decks like Louts Vale Storm.

You play multiple mana dorks but you 100% want a mana dork on 1. Going from 1-3 is much more impactful than 2-4.

Arboral Grazer is good in the higher land count decks. You want mana dorks mord as they are repeatable and don't require as much set up allowing for a lower land higher creature density.

Why would From Beyond or Eldritch Evolution benefit from blinking?

Also from beyond is not a good 4 mana card and isn't worth playing for 4 mana and sacrificing for 2 to get a single eldrazi in pioneer. Its 6 extra mana for TKS.

Your land base can't really handle wastes or colourless mana either as it an extra colour that can't work with mana dorks and requires you to run bad lands. The only reason Displacer ever got played in older formats is that you played rishidan port and Wasteland anyway or Ancient Tomb

Papini on Gabtuls

3 weeks ago

I don't know if there is a way to reply directly to your comment on my Omnath deck if there is I apologize for commenting on your wall.

Could you make your deck visible I would love to see it :D

To your comment: I went a little harder on being able to bounce lands and to get Omnath and landfall triggers on others turns as well. What cards do you use? Don't you lose a lot of mana from the second land played with Omnath on other player's turn?

I agree that Valakut, the Molten Pinnacle is only working with Dryad of the Ilysian Grove but I feel like the only price I am paying for running this combo is having the land enter the battlefield tap.

To your comment: Have you consideredRoil Elemental and Admonition Angel? I feel like they are pretty expensive, i.e. triple blue or white. What do you think?

What do you think about Sol Ring, Mana Crypt, Ancient Tomb and Command Beacon they feel pretty bad in this deck ...

thanks again for the feedback

I_Want_To_PlayAllTheDecks on Which Commander legends commander are …

3 weeks ago

Now with Jeweled Lotus I want to build Kamahl, Heart of Krosa because if I go turn 1 dork into turn two cultivate/kodama’s reach/another dork I can play a turn three lotus into kamahl which Is arguably pretty busted. Also I can go a t1 sol ring into a t2 Ancient Tomb With jeweled lotus for a t2 kamahl. Sounds pretty epic to me.

Profet93 on Xenagos, I've Got You Here For 3 Minutes

1 month ago

You described almost every Xenagos deck, mine included. You hit it right on the head.

As you said, we either have it or we don't. With no way to tutor card draw, adding more helps increase the odds of maintaining gas

Lifeblood Hydra - Not necessary but always welcome on X = 3 or more. Even if they destroy it, you still get value, has built in evasion and has a high ceiling.

Life's Legacy - If blue is too prevalent in your meta, ignore this suggestion

Momentous Fall - Similar to above, but would still put in despite blue, and despite the fact that its hard to have 4 mana after casting a beater. But similar to rishkar's expertise, I argue the potential card draw is worth the risk. You usually use this in response to opponent's removal

Bonders' Enclave - Never hurts, coudl replace a fetch land possibly

Elder Gargaroth - Makes beasts for blockers/draw spells, draws cards and gains life in a pinch.

Harmonize - Reliable draw

Beast Within - Hits lands too. Very versatile

Decimate - Hull breach's older brother

Inferno Titan - Damage

Kogla, the Titan Ape - Fight + Naturalize, pretty good. Very fun if you ran eternal witness

Voracious Hydra - Removal with high ceiling and built in evasion

Selvala, Heart of the Wilds - Ramp on steroids

Ancient Tomb - Ramp for T3 Commander

Turntimber, Serpentine Wood - A better See the Unwritten

Berserk - Don't worry, malignus doesn't have trample. Bonus points if you use it on Selvala or on an opponent's creature who is attacking another opponent.

Yavimaya Hollow - Protection

Blighted Woodland/Myriad Landscape - Ramp

Reliquary Tower - For when you draw 10+ cards

Raging Ravine/Dread Statuary - Manland to be used for a draw spell

Be sure to lmk what you think of each suggestion. Some will work better for you than others. I see you run some dorks so I know you don't want too many nonbasics, but with all the ramp in Xenagos, I think we can be a little greedy. If you can't find room, I have ideas for cuts.

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