Deep Water

Deep Water


(Blue): Until end of turn, if you tap a land you control for mana, it produces (Blue) instead of any other type.

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Set Rarity
The Dark (DRK) Common

Combos Browse all


Format Legality
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Oldschool 93/94 Legal
Canadian Highlander Legal
Casual Legal
2019-10-04 Legal
Pauper EDH Legal
Unformat Legal
Duel Commander Legal
Limited Legal
1v1 Commander Legal
Vintage Legal
Highlander Legal
Tiny Leaders Legal
Pauper Legal
Leviathan Legal
Oathbreaker Legal
Legacy Legal

Latest Decks as Commander

Deep Water Discussion

TheChaosVault on Modern Mono-Red Mill

3 years ago

I understand that Red isn't good at mill, but that's not the point of this deck. It's like building a deck based around Deep Water or Adventurers' Guildhouse. I did it solely to prove that a mono-Red deck could play mill. Actually making a deck that could consistently win was not a priority. Still, thanks for the feedback.

BATUECK on If you squint its twin

4 years ago

This is good but, you need Deep Water at 20.