Darkwater Catacombs

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Odyssey (ODY) Rare

Combos Browse all

Darkwater Catacombs

Land

, : Gain .

Set Price Alerts

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Darkwater Catacombs Discussion

The_Fallen_Duke on Painful Quandry

3 weeks ago

It's probably the most obvious advice one could give, but in order to speed up the game I think you should reduce the number of lands entering the battlefield tapped. No need of the crazy expensive OG dual lands or fetch lands, but something like Watery Grave , Blood Crypt , Sulfur Falls would be very helpful. A useful addition could be Darkwater Catacombs instad of Dimir Aqueduct and Shadowblood Ridge is pretty cheap yet you may find it useful.

Question unrelated to the landbase: Bloodline Keeper  Flip is a great creature and a star in vampire tribal decks, but is it working at his full potential in a deck that, excluding the token it can generate, only has Vampire Nighthawk as creature which whom interacting?

The_Fallen_Duke on Kess the Sorcery Queen

1 month ago

Considering that more than a third of the budget is made by Snapcaster Mage alone, I think you did a pretty good job with building a solid deck without spending a fortune!

Regarding the landbase, many will jump at my throat for saying this, but especially in EDH you don't have to take a loan just to have the OG dual lands or fetch lands: unless you really want to go into the realm of cEDH, you can cope with the temporary disadvantage of a land enter the battlefield tapped and it's not like the game is completely compromised.

Some cheap options you can immediately consider: Command Tower , Crumbling Necropolis and these older lands from Odyssey that for a colorless mana they give you the desired combinations: Darkwater Catacombs , Shadowblood Ridge A bit more expensive but still very reasonable are Darkslick Shores , Drowned Catacomb , Sulfur Falls , Blood Crypt and Godless Shrine (the last four right now may be priced higher as currently legal in Standard).

For fetching, personally instead of Evolving Wilds or Terramorphic Expanse I'd go for Grixis Panorama .

mmcgeach on Control Zur

1 month ago

Heya VelvetVendetta, I'm not super keen on those lands ( Darkwater Catacombs , Skycloud Expanse ), since they don't produce mana on their own, so it can be awkward if they're your only land, or an early land. Still, they can be good. But, the mana base is pretty tight. There's basics, fetches, duals, 5 color lands, and utility lands. I guess you could slot something in over City of Brass which is probably the worst rainbow land, but I'd probably go for Morphic Pool or Sea of Clouds .

I'll check out the Jhoira deck.

eliakimras on Arcane wizardry upgrade

1 month ago

Your deck has some requirements, so you should only run nonbasic lands and mana rocks that can add somehow. Some cheap suggestions are: Reliquary Tower , Unclaimed Territory (I see you have a lot of wizards), Exotic Orchard (usually tap for all your colors), Darkwater Catacombs , Sunken Hollow , Shivan Reef , Underground River , Fetid Pools , Temple of Epiphany , Temple of Deceit instead of Crypt of the Eternals , Rupture Spire , Vivid Crag , Vivid Marsh , Temple of the False God and some basic lands. // Unstable Obelisk is really expensive for what it does - Reality Shift do the job cheaply. Archaeomancer is great for recursion.

multimedia on Ertai says "No" Huge Changes

2 months ago

Hey, looks good. I don't see very many decks with Ertai as Commander.

Cards based on your budget to consider adding:

Reveillark and Guide can loop each other and reanimate a lot of creatures including Lullmage Mentor, getting value from reanimated creatures and then they can be used as fodder to counter your opponent's spells.

Reveillark reanimation targets:

Thief, Zur and Auramancer interact with enchantments. Thief steals all your opponents enchantments which you can then sac to counter spells. Zur can be a repeatable way to get enchantments, best of all he can search for Alarm.

Other cards to consider:

Most of these other suggestions are cards that can give you repeatable creature value, are discard outlets or enablers to get cards into the graveyard, enchantments that give you draw value when they are saced and budget lands that can/or always ETB untapped.

I offer more advice on what you can cut for some of these cards. Would you like more advice?

Good luck with your deck.


knightfall666 on Rob's Zombies

3 months ago

keeping zombies in the graveyard is an asset, so using Raise Dead to bring them to your hand when you can eternalize them is not very good. Byt if you want to get them back to use things like Gempalm Polluter you should use Ghoulcaller's Chant, which is strictly better. For cheap mana base you can get Tainted Isle and Darkwater Catacombs, Sunken Hollow (synergy with cards that use swamps) and Drowned Catacomb

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Darkwater Catacombs occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

U/B (Dimir): 0.51%

U/B/R (Grixis): 0.08%

W/U/B (Esper): 0.05%