Dismal Backwater

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Commander 2017 (C17) Common
Commander 2016 (C16) Common
Eternal Masters (EMA) Common
Duel Decks: Blessed vs. Cursed (DDQ) Common
Fate Reforged (FRF) Basic land
Khans of Tarkir (KTK) Common

Combos Browse all

Dismal Backwater

Land

Dismal Backwater enters the battlefield tapped.

When Dismal Backwater enters the battlefield, you gain 1 life.

: Gain or .

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Dismal Backwater Discussion

DiabeticFire on Dakkon Blackblade Commander

3 weeks ago

For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.

Utility: Reliquary Tower Homeward Path

Mana Fixing:

Fetches: Terramorphic Expanse, Evolving Wilds

Tri Color: Arcane Sanctum, Esper Panorama, Command Tower

Scry Lands: Temple of Deceit, Temple of Enlightenment, Temple of Silence

Bounce Lands: Azorius Chancery, Dimir Aqueduct, Orzhov Basilica

Check Lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel

Gain Lands: Dismal Backwater, Scoured Barrens, Tranquil Cove

Guildgates: Azorius Guildgate, Dimir Guildgate, Orzhov Guildgate

Tap Lands: Forsaken Sanctuary, Meandering River, Submerged Boneyard

P.S. Hour of Devastation is not allowed in your deck.

cdkime on what constitutes a spike in ...

1 month ago

I think Arvail hit the nail on the head. Being "too spiky" is entirely dependent on the meta you play in--there are groups where a turn 5 win might be considered "too spiky" when the same deck would be woefully inadequate in others.

I wanted to add one additional thought to Arvail's point. Lands are such a fundamental part of the game that players don't usually consider them "spiky." However, as everyone knows, if you take two decks, one running Bad River, Dismal Backwater, etc., and another running Polluted Delta, Underground Sea, and Watery Grave, all other things being equal the second deck will be faster and more "spiky."

When trying to avoid being too "spiky" for your meta, pay close attention to what lands others are playing. Don't bring Shocks, Fetches, and ABUR lands to a table full of lands that enter tapped. You'll be seen as too both spiky and winning because of money, not because the rest of the deck is better.

fasmith718 on Nekusarcasm

2 months ago

This deck needed more basic lands; too many come-into-play tapped lands imo.

+2x Island, +2x Swamp, +1x Mountain
-Akoum Refuge
-Bloodfell Caves
-Dismal Backwater
-Jwar Isle Refuge
-Swiftwater Cliffs

cdkime on If my Commander's Color Identity ...

2 months ago

You cannot. Colour identity is based on all the mana symbols that appear on a card (barring symbols in reminder text), and applies to lands. As such, Dromar's Cavern contains and Crosis's Catacombs contains , and neither can be used in a Dimir commander deck.

I don't think you need these lands. In two colours, you can generally get by mostly using basics--you want to minimize the number of lands you're playing that enter tapped. Between some butdget fetch lands lands (Evolving Wilds, Terramorphic Expanse), and ultra-budget dual lands (Dismal Backwater, Jwar Isle Refuge), etc., you can usually build a pretty solid mana base.

I'd recomend spending a little more and investing in cards that can be immediately playable, such as Darkwater Catacombs, Drowned Catacomb, River of Tears, Sunken Hollow, Tainted Isle, and Underground River.

Fallerup on Dimir Gnats

2 months ago

replace Oona's Blackguard with Ninja of the Deep Hours and you should be good, also, replace Dimir Aqueduct with Dismal Backwater it's too slow unless you get it down turn 1, because you need to return a land back to your hand if you have one, not very ideal. you copuld also balance out your mana a bit with removing some come in tapped duals and replacing them with more islands. the blue card cost is higher tan your amount of blue mana. so I would: replace Dimir Aqueduct with Dismal Backwater and remove guild gates or submerged boneyards and replace them with Islands until it as close to equal as possible. test it out and see how many of each you need.. I'm thinking 8 or 9 islands and 1-2 guild gate will be good. I can't really know excacvctly how many unless I test it.

Melchezedek on m i l l

3 months ago

One of the things I noticed right away was the use of NON-Basic Lands, that kinda sorta have a negative effect in that when they enter the BF, they do so tapped unless you give up -2 Life...I don't really understand the idea behind this strategy, although I've seen it employed many, many times in Modern play. It makes some sense if your playing a "Death Shadow" hand, but why not use cards like, Thornwood Falls, Dismal Backwater, or Jungle Hollow which at least give you +1 Life to make up for coming in tapped. Also take a look at Leechridden Swamp it offers the opportunity to inflect -1 Life on your opponent.

I know this is off the topic and I apologize for it, but I was looking at the synergy between Felhide Petrifier and Rageblood Shaman awhile back and was thinking about creating a R/B Minotaur army for Modern...might be a hoot. It could be pretty killy.

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