Dimir Aqueduct

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Planechase Anthology Common
Commander 2016 Uncommon
Modern Masters 2015 Edition Uncommon
Planechase 2012 Edition Common
MTG: Commander Common
Ravnica: City of Guilds Common

Combos Browse all

Dimir Aqueduct

Land

Dimir Aqueduct enters the battlefield tapped.

When Dimir Aqueduct enters the battlefield, return a land you control to its owner's hand.

: Add to your mana pool.

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Dimir Aqueduct Discussion

Cadoiz on Potent Mill

1 week ago

@TheGodofNightI completely get your point and really apreciate your comments. It also helps as it's not just the "you have to add some fetchies" [random modern player] would suggest me. Plus I really share your attitude.

Magic (for me) is about having a fun time with my friends, playing decks that I enjoy but maybe somehow also my opponent does too. But I see we have a quite corresponding opinion in that case.

Dismal Backwater is a very budget card with the thought "at least better than a guildgate". Some more and better lands are already on their way. The same applies to Dimir Aqueduct. It is at least a double trigger for the crab, but still worse than eg a Polluted Delta or Darkslick Shores of course.Quite similar withEvolving Wilds. Maybe it's also considered better because of the "thinning effect"? I somehow get the feeling, I just repeat what you said :'D

Hm I get your point. I somehow try to invest some minimal ressources in not dying which makes me die eventually a bit later, but also mill slower. This gave me some more flexibility, especially in multiplayer (ofc non-competitive) games. But probably this might look like a burn player playing a defender.

Your answers were definitely delightful, thanks again. I'm not sure about that reponsive vs spike-ish thing but that's a general question. Winning more than say 70% all time in my meta will probably get boring too ;)

VesuvanDoppelbanger on SpOoKy StRaW MeN

4 weeks ago

Good start! I'd recommend replacing your Vivid lands with Ravnica Karoos, like Dimir Aqueduct - they help you hit land drops every turn.

Jagd_Tallgeese on Atraxa, Pump It Up!

1 month ago

Some decent additions to the mana base would be Selesnya Sanctuary, Dimir Aqueduct, Golgari Rot Farm, and Azorius Chancery. Winding Constrictor is a newer creature that will help pump your creatures and planeswalkers even faster. Abzan Battle Priest will give your creatures with +1/+1 counters lifelink, so it will synergize with Archangel of Thune very well. Hope this helps!

c0rdyceps on Exile your mimd

1 month ago

Sounds like you need crabs, my friend. They play well with Dimir Aqueduct but practically make Evolving Wilds worth it. Have two out and play and sac the wilds to mill 12 for free. (Pain lands, which I don't own, are obviously even better.)

Atony1400 on damia

1 month ago

The reason you probaby get killed so fast is that there is no ramp here. Sol Ring, Cultivate, Kodama's Reach Rampant Growth are a good place to start

Have you ever considered a combo? The most noticeable one would be Duskmantle Guildmage + Mindcrank. It allows you to one shot an opponent by either causing them to lose a life or milling them once.

I think the part of the deck that's struggling the most is the land base. Sets of basics in all 3 colors is definitely not going to cut it. Cheap duals like Llanowar Wastes, Yavimaya Coast, Underground River is a good place to start. Simic Growth Chamber, Dimir Aqueduct, and Golgari Rot Farm (the Ravnica bounce lands) are also a good option.

If you dont want to spend a ton on lands, (and believe me, I get it), and you want to go a cheaper route, then I would highly recommend Boundless Realms. It lets you search for all your basics and play them, which should pretty much help you win the game.

Hope this helps!

TheGodofNight on Potent Mill

1 month ago

@Cadoiz

From the start, let me establish that my recommendations are complete "competitive player" based. So I am talking strictly from a position of strengthening this list so it has a better chance of top 4/8 for prizes in an LGS. if they offer prize support, I would use it to further enhance the deck list. Now, there are a lot of factors I cannot account for, Meta, LGS, and that sort of thing. The suggestions I make here are merely observations based on my experience and play style.

Off the bat, there is nothing wrong with "Kitchen Table" magic. The best games I've ever played have been around my kitchen table with friends and family. That being said, if you are keeping it casual, you can disregard the upgrades as merely the ramblings of a "Spike" player. I assure you, my only interest is in seeing you play a deck that you can both enjoy and have fun with. Winning with the deck is just icing on the cake.

Dismal Backwater is a good budget card, but it is slow. There are faster options to consider, and the lifegain is marginal at best. I've rarely said in games "Damn, if only I have one more life point, I could have won that." If I did, it was usually against RDW and that ilk of deck archetype. Dimir Aqueduct is another one of those good but slow cards. Yes, it does give you two mana, but it punishes you twice for that gift. Not only does it enter tapped, but you have to return a land to your hand as well. So you cannot play this turn one, it has come down minimally on turn two, which means that you are most likely not playing something on turn two, just to get this out (so best case scenario is Turn one, Island, Tap Island, play Hedron Crab, turn two, tap Island, play second Hedron Crab, then play tapped Dimir Aqueduct returning tapped Island back to your hand, but what are the odds of having all of those cards in your opening hand all the time?). That isn't necessarily a bad thing, but I think we can agree that a turn where you aren't casting something with this deck, and just land cycling/fixing is "meh" at best, not a well spent turn. Later in game, when resources are higher, it is less obtrusive, but Modern is nicknamed "the Four Turn Format" for a reason, so by turn 3 or 4, you ideally should have a clear path to victory, or be setting up to win. Of course, this applies far more in a competitive setting, not a kitchen table setting. Again, my position on Dimir Aqueduct is that it is a good card, but there are clearly better choices.

As to why I personally would choose Evolving Wilds over Dimir Aqueduct, I can control the nature of the fetch (ie: which color I need most), I'm not losing a land drop (I didn't have to return something to my hand), and if timed right, I can benefit from a double Hedron Crab trigger. Mathematically, I feel as though Evolving Wilds brings more to that table in the long run than Dimir Aqueduct, however, we are crunching numbers and talking about small differences in comparison to the non-budget counterpart of Polluted Deltas, Watery Graves, and Darkslick Shores. I get what you are saying, and you can make an argument for either, I am just stating my case for the choice I would make. Both are fine choices, but I would go the route I outlined above.

With regard to Nephalia Drownyard, it has its place. I think it is good mana sink when you are out of cards or need that last little bit of mill, but again, while it is good, I personally feel there are better choices.

With regard to Turbo Mill style decks, you are basically going full tilt kamikaze on your opponent with minimal regard for your life total. Who cares if you are at 1 life when you mill your opponent's last card. You still won once you pass the turn. The equation to keep in mind for Mill vs Everything is this. You are at 20 life (actual life points) and they are at 60 life (the size of their library, if it is higher, that makes it even worse). So you are already behind the curve, so you need to spend resources on compensating for the difference in life totals, so you should care less about attacking your opponent's life total, but rather, spending every resource (life and mana) that you can to put all of those cards into their graveyard as fast as you can. This is the biggest issue with Mill, that 20/60 life total difference. A lot of folks see it as an impossibly unfair difference, but if you hyper focus and mill and do nothing else, you find that you can close that gap just fine. This is what sets mill players apart from everyone else.

This is why I always recommend a deck that is less responsive in archetype (ie Turbo Fog Mill, Counterspell Mill, Planeswalker Mill, and Mill/Kill) in favor of a deck that is laser focused on making your opponent dump chunks of their library into the graveyard like trash.

I hope that this post offers you some insight on my "spike-ish" recommendations and helps you figure out what kind of Mill player you want to aspire to be. There is no wrong answer. As long as you have fun, then you are already winning at Magic; and that is more than most Modern players can say, so keep that in mind my friend.

Cadoiz on Potent Mill

1 month ago

@TheGodofNight: Thank you so much for your review. You're probably right, it's more of a "kitchen table magic"-deck.

Tight budget always depends on the point of view, but I think, you're right with that. I already got myself some Sunken Hollow and think, Evolving Wilds and Dimir Aqueduct have a good synergy with Hedron Crab. Of course, both are way worse than Polluted Delta because of coming tapped. I agree, that Dismal Backwater is a cheap try for manafixing.

How is Dimir Aqueduct worse than Evolving Wilds? Yes, it hits the board not before T2, but if you have nothing better to do, you have a hedron-crab mill engine by playing Dimir Aqueduct each turn and give itself back, as long as you don't draw the next land. Yes, not that good but it's something.You can also obviously tap your Island or Swamp before taking it back to your hand plus it helps you getting that land count a bit lower, as you need for example just 4 lands for 5 mana (playing one of them twice after bounce). Does this make any sense?

I already thought a few times about cutting Nephalia Drownyard, but as I almost never went manascrewed I think, it's still better than doing nothing if you got too much mana. But of course, that shouldn't happen.

I also thought about Fog effects, because my main problem is getting stomped over by aggro/tron, usually I'm one turn late there.

I actually didn't want to go for mill/kill, but eventually, more turbo mill or control would do better than Nighthowler and the like. I didn't care about the missing evasion with him as I don't want to swing in the first place.

I'm probably going to go for that Archive Traps, but I'm not sure about Ashiok, Nightmare Weaver. He's removal bait and doesn't necessarily mill that much. The same thing is also true about Consuming Aberration, that's true.

Thanks again so much! I totally agree, that mill is fun to play and not to be underestimated.

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