Dimir Aqueduct

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Planechase Anthology (PCA) Common
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Planechase 2012 Edition (PC2) Common
MTG: Commander (CMD) Common
Ravnica: City of Guilds (RAV) 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

soupdragons on U/B m

1 month ago

I play U/B mill and from my experience you aren't going to need the Telling Time. You can probably take that out as well as Doom Blade for a playset of Go for the Throat for removal. You also might wanna sideboard or mainboard stuff like Wall of Frost or Sorcerous Spyglass for protection. You also might want to throw in a few Dimir Aqueducts or some Evolving Wilds to trigger Hedron Crab. Other than that the deck is looking good! Hope you take home some wins with it.

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

2 months ago
  1. Thanks for the input. You meant Sage of Fables instead of Venser, Shaper Savant. Venser has flash so you could cast, tap, bounce him with his etb trigger, untap your mana rocks with Paradox Engine and cast him again to start the loop.

  2. Agreed, even though I am running four counterspells and Glen Elendra Archmage.

  3. You are right and I have 29 wizards to your 26. It might be a consideration if this deck struggled to draw cards like my Markov deck.

  4. I still think triple black by turn three is going to be tough. This may be a product of understanding the role of Necropotence in a competitive deck. I do not want this deck to be competetive.

I have 36 lands and am playing all the shocks (so two), Badlands, Sunken Ruins, three of the on color fetches (so two), Exotic Orchard, seven other lands that can tap for black and two swamps. That is 16 not counting Dimir Aqueduct. I am playing nine Islands. Would you cut down to eight, add a Swamp and replace Strip Mine for Mana Confluence?

Fellwar Stone and Dimir Signet are the only mana rocks we can reasonably expect to have online before turn three.

Peisistratos on Competitive Modern Mill

2 months ago

If you are playing Dimir Aqueduct just to play again a land, you may want to up your land count. Oboro, Palace in the Clouds does the same thing and comes into play untapped; Shelldock Isle comes into play tapped but it's totally on another power level. We exploit the fact that Mill has very plays on turn 1, and later you could find a hole in your game progression so that you could play it on turn 3/4 (of course, exploiting such cases requires you to play an adeguate number of lands, around 24).

About Visions of Beyond, it is not about getting greedy but about carefully planning your game. At times you may want to cycle it early. It's about to find the balance between making land drops, making full use of your mana every turn, winning the earliest we can, and have a late game out against disruption OR if we end up the fuel before Shelldock Isle is ready.

On the contrary, Serum Visions is bad, since you really can get something from your scry only on turn 1 because of the sheer amount of fetches we have to play and because of Mesmeric Orb; turn 1 is also the only turn in which you can afford to have a play that doesn't do anything (mill spells are quite mana expensive). I prefer to play my Shelldock Isle when I have 1 mana to spare; this also open up more room to actual cards for a better ratio between the cards you really need.

Shivalry on Competitive Modern Mill

2 months ago

Now that Darkness is back on my radar, I am likely going to drop Fatal Push. Currently, I had been cycling Dimir Aqueduct by playing it and picking it back up to trigger Hedron Crab and activate the Revolt on Fatal Push. It was quite satisfying. But with Darkness, I won't care about spot removal, since I can just Fog my opponent and mill him out. So I agree with Fatal Push.

I may give Shelldock Isle another go, but I played with it ALOT when I first brewed up my deck, and I hated everything about it. I felt like I was pitching 2 cards, often ones I wanted, and I hate that it comes into play tapped. If it was able to be tapped for mana immediately, I would be more inclined to put up with it. I feel much more like I'm driving the match with Ipnu Rivulet than on the back foot with Shelldock, especially on the draw. But perhaps, I will give it another shot.

Same with Visions of Beyond, I feel far to slow. I get greedy and it sits in my hand too late, until I panic on turn 3/4 because I don't have any action, and I cycle it digging for some, never benefiting from the full draw 3 effect. I played it as much as I played with Shelldock. Swapping it for Serum Visions has felt sooooo good. I love the scry. I can't say it enough. I love planning out my next 2 turns. I never feel bad about my timing when I play Serum Visions. I feel in control and on the offensive. Maybe I will try mixing them, two of each, but that might dilute the effectiveness. In any case, Serum Visions is currently my best turn 1 play, far and above Hedron Crab, and I don't lose anything for it. I don't miss a landfall trigger, and I keep him off the field and away from Fatal Push for at turn. Also, if I bring Shelldock back in, I can go land into Serum Visions turn one, then Hedron into Shelldock for the landfall trigger. Since it comes into play tapped, you don't lose anything.

However it plays out, I need to do much more testing. I am excited to play out Darkness though.

weezle101 on Mill to Kill (Budget Modern)

2 months ago

I remember a while back one of my friends picked up a similar deck. If I were you I would consider some disruption such as Remand. However, since you're on a budget maybe spell pierce would be a better alternative??? If I where you I might also consider adding in Fraying Sanity that would double your milling potential although I think it's still a few bucks. Traumatize could be a good addition to the deck. Additionally you should probably include some removal. A good option for budget removal would be Victim of Night. Also, another finisher that I find fun is Mirko Vosk, Mind Drinker. You should probably include some basic mill spells such as Tome Scour. Nighthowler is another big creature you could use. As for more win conditions, you may want to consider using something like Rite of Consumption, a black version of Fling. For a budget land-base I would drop the Dimir Aqueduct

isaelis on The Scarab's reanimation!

3 months ago

How is Rings of Brighthearth and Cabal Coffers infinite? Can rings copy its own copy?

Also being that this deck is practically a mono-black deck with a splash of blue, with 15/36 lands that do no tap for black mana Chromatic Lantern seems to fix mana issues via lands. Also now that I am adding Deserted Temple that might make it even more necessary. Do you think?

Is that you hinting I should take out Dimir Aqueduct?

hoardofnotions on The Scarab's reanimation!

3 months ago

is Chromatic Lantern nessary? maybe run Fellwar Stone or some other 2 mana rock?

Please contiue to run Dimir Aqueduct so i have juicy targets to kill!

If you're running thawing glaciers and cabal coffers look at Deserted Temple. it allows double activations, also with Rings of Brighthearth it turns cabal coffers with 5 swamps is infinte black. also rings is good with your commanders second ability.

NayrSlayer on Low Cost Mill

3 months ago

Maybe it doesn't quite fit with the strategy of this deck in particular, but I think the Ingest Eldrazis like Benthic Infiltrator, Mist Intruder, and Salvage Drone could be useful if you need more creatures or if your opponent is doing a lot of graveyard related things. Plus, then you could mainboard Paranoid Delusions to put on one of them so that you would be potentially milling 3 cards with ever attack.

In the case of lands, I would recommend mainboarding 3 Dimir Aqueduct and sideboarding 2 Bojuka Bog. Aqueduct allows you to accelerate your mana a bit faster and Bojuka allows you to shut down any graveyard stuff your opponents are doing. While they might be a little slow, you can most likely afford to play them on turn 2 or 3 since you are running a lot of 1 and 2 drops.

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