Drowned Catacomb

Drowned Catacomb


Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.

: Add or to your mana pool.

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Drowned Catacomb Discussion

sylvannos on How do you build tri-color ...

3 days ago

Have you seen Death Cloud on a budget? Here is a sample decklist by Saffron Olive with an explanation.

The only thing is, you don't get much by adding blue. Jace Beleren, Jace, Architect of Thought, Think Twice, Repeal, Frost Titan,Mystic Snake, Serum Visions, blue manlands, and maybe Thing in the Ice  Flip. You don't want to be discarding countermagic to Smallpox and Death Cloud.

You might get away with cutting Smallpox for Counterspells, but that takes away some of the advantage of getting so far ahead on mana. Alternatively, you could try and lock your opponent out with Spreading Seas-type cards and Choke.

I think the most important card in blue that you could add is Exhaustion. Imagine turn 1 Search for Tomorrow, turn 2 Smallpox, turn 3 Exhaustion, turn 4 play a planeswalker/mana rock/more ramp spells, turn 5 Death Cloud. Your opponent got all of 2 turns to actually try and do anything while you cut them off from mana. Maybe you even cast a Part the Waterveil in there somewhere? There's also Annex, Dream Leash, Sower of Temptation, and Vedalken Shackles for even more shenanigans.

As for lands, the nice thing about the Death Cloud deck and why I linked it is that you're running off Sakura-Tribe Elder and Search for Tomorrow. That means you benefit from having a large amount of basics, cutting back on the deck's cost.

What I don't like about Olive's article is his choice to use Jungle Hollow and Golgari Guildgate. I agree with others on the use of painlands. Woodland Cemetery, Darkslick Shores, Drowned Catacomb, Hinterland Harbor, Hissing Quagmire, and Lumbering Falls are also all fairly inexpensive.

Lastly, there's mana rocks that turn into creatures. You can ramp up, cast a Smallpox or Death Cloud, wipe out the entire board, then beat face with Dimir Keyrune/Golgari Keyrune/Simic Keyrune/Phyrexian Totem/Silumgar Monument, on top of your manlands.

Hope this helps!

Caldra on ~~ Fairy Tail ~~

3 weeks ago

Yeah the reason why I don't play fetches is not enough money right now x)

I only include cards in my decks, which I also own in real life. I also don't have Ancestral Vision yet.

But if I include a Playset of Polluted Delta I would rather cut the Drowned Catacomb or 1-2 Watery Grave.

River of Tears is really great, it has no downsides, in the enemy turn it always gives you U which you really want for Cryptic Command and it is also a great turn 1 drop into Thoughtseize or Inquisition of Kozilek.

But with the new included Ancestral Vision it will be worse, I'll see.

mtgApprentice21 on Artifact Infect

3 weeks ago

Hmm... considering how many artifact creatures you have, I would replace Doom Blade with Go for the Throat. Most of the creatures in your deck can't be targeted by this spell, which makes the card mostly immune to things like Reverberate or Redirect. I would also recommend lands like Watery Grave and possibly Glimmervoid (which would allow you to better utilize Deviant Glee. I would put in one or two Mox Opals and a maximum of two Drowned Catacombs. One or two Dimir Aqueducts might be good. They seem slow, but if you draw mana from the land you want to return before playing the Aqueduct, then you have a "floating mana" which keeps you from falling behind the mana curve. Then, when you play the "bounced" land next turn, your mana curve accelerates. It's a more innovative strategy, but it could help early game. I wouldn't use Karn Liberated though. Gitaxian Probe would be more appropriate.

acht_deck_manager on It's Only Mostly Dead (help)

1 month ago

Cultivate and Kodama's Reach should be automatic for a deck like this to help ramp. Others like Farseek aren't bad either. Consider playing these in place of your creatures that tap for mana as an easy swapping point.

I'd consider ditching some of the cards like Blue Sun's Zenith since your commander already can do a lot of drawing for you. Also, his abilities will make cards like Brainstorm less effective late game because you're betting off playing as much of your hand as you can and restocking on your next turn.

With all the draw you get from Damia, cards like Exploration or Oracle of Mul Daya can help you dump even more lands per turn.

If you need to beef up control, think about cards like Curse of the Swine, Cyclonic Rift, Wash Out

I agree with the other comment that you probably need to increase land count - also, from my experiences, cards like Dimir Aqueduct seem great, but really put you behind in your land drops / curve without some of the other effects and are all the more punishing if someone in you group can take them out. Consider cards like Drowned Catacomb, Temple of Deceit, and Temple of Mystery as low-cost improvements to your lands that enter tapped. Also think about Temple of the False God since you will likely be able to keep land drops up once you get commander on-line. Sunken Hollow, Overgrown Tomb, Watery Grave, and Breeding Pool are high end improvements if you add mana ramp via fetch spells mentioned above.

I would say that you may also want to pick some mechanic or effect and better align your deck behind it. It looks like you've got some graveyard recursion, some control (steal, destroy, etc.), some token generation, some counter, some sacrifice, etc. I guess by that I mean it'd be unclear to me what your end game is, and I think you'll find the deck may play very inconsistently unless you're lucky at finding the one or two right things you need at the right time.

I will say with Damia as a commander, cards like Loaming Shaman or Time Reversal can be great to have for reloading your library if you can structure the deck such that you're firing off a fair chunk of your hand each turn and maximizing your commander's utility.

There are certainly cards in here that might be way too costly / out of place without ways to reliably cheat them in to play or have stronger mana ramp. Examples would be Ulamog, the Ceaseless Hunger, Rise of the Dark Realms (not enough mill opponent effect to ensure this one pays out), In Garruk's Wake (comes in to play way too late, doesn't gain you much if anyone else can return the wipe), Void Winnower (this will just eat someone's hate, likely someone will have a response by the time you get it out), and Time Stretch. Alternatively, if you want to keep these in, consider cards like Tooth and Nail to reliably punch out those winning combinations of creatures. For the other ones, when I am looking at that kind of costing I usually have an Omniscience to offset the punishing costs of those high-end spells

Other cards that maybe seem out of place to me: Lazav, Dimir Mastermind (not enough mill) and Silumgar, the Drifting Death (not enough dragons to make him shine, a 3/7 body otherwise isn't the most impressive for that CMC). Something like Wrexial, the Risen Deep might provide more utility and has some evasion.

All that said, this is just one person's opinion and overall I think you have a deck that would be fun to play. Hope you can find something in all of this that makes it better, but feel free to totally disregard it as well. Good luck and happy hunting!

Rusty_Shackleford on Cruel Jeskai

1 month ago

Cruel Ultimatum is a terrific card, but fits more into a control shell than a tempo deck such as this. This deck wants a playset of Polluted Delta, and probably done mix of Bloodstained Mire/Scalding Tarn. Crumbling Necropolis, Smoldering Marsh, Sunken Hollow and Temple of Deceit seem like cuts-- you don't want your lands coming into play tapped. Classic shocks like Watery Grave and Steam Vents would be more appropriate in a deck like this. A couple of check lands such as Drowned Catacomb and Sulfur Falls would be ok since you're likely going to hit one of the appropriate basics. You also might consider adding cheap spells like Forked Bolt and Lightning Bolt to clear blockers and activate Prowess. Finally, you might want to cut some of the more expensive spells, as well as a couple lands, and then add some cheap cantrips--again, to fuel Prowess and flip Delver of Secrets  Flip.

Tethys on Ghosts....we need more ghosts!

1 month ago

This deck is great except for the mana base. It's always a mistake to run a bunch of check lands when fewer than half of your lands actually meet the check criteria. Shown below is what I think would be a solid start towards making the mana base for this deck consistently functional:

-1 Drowned Catacomb, +1 Watery Grave
-1 Isolated Chapel, +1 Godless Shrine
-1 Swamp, +1 Hallowed Fountain

Even though it's only three land, this change should significantly reduce your chances of being required to play a land tapped (which could put you at a huge disadvantage in certain circumstances), while also slightly improving mana-fixing, and adjusting the mana ratio to be more in line with the needs of the deck. It also sets you up for fetches if you ever want to spend stupid amounts of money to make a truly infallible mana base.

JonnyG21 on The Thing In Modern

1 month ago

Removal and counterspells over the Vampire Nighthawk and if you wanna deck thin to get to the thing, then Manamorphose, Street Wraith, or Mishra's Bauble could work for deck thinning. Also Watery Grave or Underground River or Darkslick Shores for lands. Drowned Catacomb works with the basics and fetches you have now, and the shock (which you can fetch for): Watery Grave, but it doesn't work with the others

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

Printings View all

Set Rarity
Magic 2013 Rare
2012 Core Set Rare
2011 Core Set Rare
2010 Core Set Rare

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