Dark Depths


Format Legality
Pre-release Legal
Tiny Leaders Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Lore (V16) Mythic Rare
Coldsnap (CSP) Rare

Combos Browse all


Dark Depths

Legendary Snow Land

Dark Depths enters the battlefield with ten ice counters on it.

: Remove an ice counter from Dark Depths.

When Dark Depths has no ice counters on it, sacrifice it. If you do, create a legendary 20/20 black Avatar creature token with flying and indestructible named Marit Lage onto the battlefield.

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Dark Depths Discussion

GeeksterPlays on Thrasios and Ishai

2 days ago

You mentioned combos, here's a few I've used over the course of my Derevei deck;

Leveler and Laboratory Maniac off of a Tooth and Nail entwined then draw cards somehow.

Use Alchemist's Refuge to cast an Approach of the Second Sun in person-to-the-right's end step, then in your upkeep Mystical Tutor it back to the top of library, draw cast win game.

Cast Approach of the Second Sun then use Venser, Shaper Savant or Remand or Unsubstantiate to return the spell to your hand. Cast it again for the win.

Omniscience and Enter the Infinite then win however you choose to.

Solemnity and Kitchen Finks and any sac outlet for infinite life (Phyrexian Altar is a good one for infinite mana as well).

T1 Plains-producing Land & Sol Ring. T2 Solemnity then play Dark Depths for T2 20/20 Flying Indestructible Marit Liege.

Solemnity & Glacial Chasm makes you untouchable for no cost until one of them is removed (no upkeep cost as it'll always be at upkeep count of 0 due to no counters).

Solemnity & Phyrexian Unlife makes you immortal until one of them is removed (no infect counters can be given to you).

Hive Mind and any of the Pact spells (e.g. Summoner's Pact) that your opponents can't make the mana colour to pay for in their own upkeep (I love this one myself!)

I'm sure there's more, but those were just off the top of my head!

Maaagic on Flying Technocopter

1 week ago

If you can afford it add Dark Depths to combo with Thespian's Stage. Another expensive upgrade could be Wasteland.

trebek19 on Esper control Oloro, Zur, and Triplets

1 week ago

I love the deck! I had to make that choice of what Esper commander I wanted and settled with Oloro, Ageless Ascetic. The fact that you made a utility Esper EDH deck is awesome! My only suggestion would be to add Dark Depths to this deck since you run Vesuva, Vampire Hexmage, and Thespian's Stage. All three get you the instant 20/20 Flying, Indestructible Merit Lage.

Mike94 on Army of Mushrooms and Friends on Mushrooms

1 week ago

Awesome concept dude +1

I see you're running Dark Depths, maybe Vesuva could be a nice addition? I also really like Petrified Field to get any utility land back that gets hated out.

MizzMizz on You have been freed of weakness and made compleat.

1 week ago

You probably know this, but a nice combo with Dark Depths is playing Vampire Hexmage and immediately saccing it to take all the counters off of Dark Depths. Potential turn 2 20/20. Muaahhahaha

chadsansing on K&T - Lands in / lands out

1 week ago

Cool deck - my son ran a similar lands list.

Creeping Renaissance on Sorcery would help you recur your Splendid Reclamation if you want to Scapeshift a bunch with Eternal Witness, Gaea's Blessing, Noxious Revival, Reclaim, or Regrowth.

If I could add any lands they'd be Dark Depths, Maze of Ith, Thespian's Stage, and Vesuva, with a late game Glacial Chasm thrown in for good, funny times.

Knight of the Reliquary seems like a missing creature, and maybe a named Eldrazi or two since you have so much land?

Happy playing!

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

Dark Depths -> Blightsteel Colossus: Dark Depths is too slow, even if I have the possibility of a Vesuva or Thespian's Stage to cheat it. Blightsteel Colossus can also be cheated in, it doesn't require two land drops to do it, and the Infect damage is good against possible infinite life.

Hope of Ghirapur -> Jace's Phantasm: Hope has been underwhelming without a dedicated build around it. I like the drop, but late game it really has no value, and early game it doesn't do much. The Phantasm at least becomes a beater.

Trophy Mage -> Man-o'-War: I want to really trim the tutors. The jellyfish is another bounce creature, so it fits right in.

Prismatic Lens -> Thought Vessel: Turns out I rarely use the any-colored-mana ability, and also turns out I sometimes hold a ton of cards. Easy switch.

As Foretold -> Temple Bell: As Foretold was cute, but not really that impactful. Going for a little Group Hug to see where that takes me.

Leyline of Anticipation -> Teferi, Mage of Zhalfir: Leyline was really just in for sneaking in the Triplets at EOT. Teferi can do that, is a threat himself, cuts people out of responding outside of their turn, and adds to the Wizards Tribal I almost have going.

Displacement Wave -> Withdraw: I never wanted to cast the Wave. Withdraw will hopefully give me another multi-bounce card.

Energy Field -> Reliquary Tower: Energy Field never lasted more than a turn, I rarely got the Rest in Peace combo, and it usually just felt like a dead draw. Being able to hold more cards is probably better.

Rest in Peace -> Bojuka Bog: RIP is amazing, but some of the wackinness that can be achieved with Archaeomancer is eliminated with RIP in play. Will go for the Bog instead.

Gemstone Caverns -> Mikokoro, Center of the Sea: The Caverns are lackluster unless you get absolutely perfect conditions. Will add to the Group Hug thing.

Vesuva -> Horn of Greed: We can trim the land base some now, and with all the any colored lands and without Dark Depths, this is dispensable. Will add more Group Hug.

Thespian's Stage -> Howling Mine: Same as for Vesuva.

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