Dimir Aqueduct


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern 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
Iconic Masters (IMA) Uncommon
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


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


1 week ago

Angrath, Minotaur Pirate, is not a legal commander because it is not a creature. Only Planeswalkers which specifically delineate that they can be used as a commander (example: Teferi, Temporal Archmage), or when they start as a creature (example: Jace, Vryn's Prodigy  Flip).

Another rule of commander is that all cards in the deck must exclusively fall within your commander's colour identity. Colour identity includes both the colorus to cast the spell, and all mana symbols in the text box. Even assuming arguendo your commander is legal (though it is not, as established herein), its colour identity would be Red and Black. Thus, you can only play cards with Red or Black colour identities.

I am well aware Boros Reckoner can either be red or white. Its colour identity is both Red and White--as such, it would be illegal with a Rakdos commander.

The following cards, would also fall outside Rakdos' colours, and thus would not be permissible:

You also cannot use any lands which have non-Red/Black symbols in their rules texts. Vivid Creek, Island, Dimir Aqueduct, Dismal Backwater, Swiftwater Cliffs, and Izzet Boilerworks are all no-goes. The same is true of artifacts, so Dimir Signet, Izzet Signet, and Sky Diamond cannot be used. While Fellwar Stone can produce non-Red/Black mana, because it does not have mana symbols in it, its colour identity is colourless, and can thus be used in any deck.

I think that covers everything. There might be more that I missed. I hope this proves helpful.

RedMulligan on Starting in Commander?

2 weeks ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to edhrec.com).Holy crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

Bezter on Lazav, Dimir Mastermind

1 month ago

I love shapeshifters! I think Riptide Shapeshifter is very interesting. It's pretty much a tutor for creatures. You just name "God" or "Fish" and if you only have 1 of those types. Oblivion Sower is fun too, and possible ramp.

The land base is interesting as just basics. I've actually though about doing just basics. Some buget suggestions include: Bojuka Bog Choked Estuary Command Tower Dimir Aqueduct Dimir Guildgate Evolving Wilds Sunken Hollow Temple of DeceitTerramorphic Expanse

CaptDan on Delverless UB Delver

1 month ago

Hi! In my honest opinion, you should remove 4 blue cantrips (Ponder) to make room for more counterspell. I think you could make 4Counterspell work by adding two more land. Try Dimir Aqueduct.

You should swith 2Spell Pierce for 2 Mana Leak to diversify your answers.

What do you think of putting your 3 Gurmag Angler in the sideboard? You already have 8 others finishers. I would main discard effects to help control your opponent hand and fill his graveyard. Maybe Augur of Skulls?

soupdragons on U/B m

3 months 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)

4 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

4 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

4 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.

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