|Commander / EDH||Legal|
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|Archenemy: Nicol Bolas (AC2)||None|
|Magic 2013 (M13)||Rare|
|2012 Core Set (M12)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
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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
3 days ago
If you swap out Watery Grave and Drowned Catacomb for more affordable lands, this could be a really good budget Dimir Rogue Tribal. Maybe replace one of them for Unclaimed Territory and the other for Dismal Backwater, I don't think it would be that bad. You could even make a case for Swiftfoot Boots instead of Lightning Greaves for even more budget options.
3 days ago
Hey, I suggest expanding on the strategy of flying Pirates and Curious Obsession.
Due to the budget of this deck I recommend cutting red and going with just blue and black. Only two colors will help the manabase. Currently it's going to be too hard to make turn one Siren Stormtamer into turn two red for Rigging Runner this is because Island doesn't let Dragonskull Summit ETB untapped.
You want Spirebluff Canal to consistency get both blue or red in the first two turns, but this land is not budget.
A two color blue and black manabase to consider (I'm including budget options):
- 4x Drowned Catacomb
- 4x Unclaimed Territory
- 3x Fetid Pools or budget 3x Submerged Boneyard
- 6x Island
- 5x Swamp
Flying Pirates to consider adding:
Freebooter, Warkite, Stormtamer and Dreamcaller is a powerful quad of 15x flying Pirates. I suggest getting 3x more Warkite giving you 4x main deck. Freebooter is a flying Pirate Duress it's very good card.
Other cards to consider adding:
If you can get more Warkite then use Craving because once you trigger Warkite's ability and make a creature of your opponent's a 0/1 kill it with Craving while also gaining life. This interaction makes Craving a two mana instant unconditional removal spell which is very good. Even without Warkite Craving a good removal spell, but if you can't get more Warkite then instead I would use 4x Unsummon as the main deck removal spell. Unsummon is a good tempo play bounce your opponent's creature for one mana making it easier to attack and do damage.
Obesession becomes very good as a draw engine with so many flying Pirates because flying makes it much more likely that you will do combat damage to opponent thus getting to draw a card. Flying also means that it's much safer to attack each turn which is a requirement of Obsession. The +1/+1 that Obsession gives the enchanted creature helps much more when enchanting a creature with flying.
Obession combined with Ruin Raider can draw you a lot of cards in a game.
Considering my suggestions this is a core you could use:
- 4x Stormtamer
- 4x Warkite
- 4x Freebooter
- 3x Dreamcaller
- 4x Obsession
- 4x Dispersal
- 4x Craving or Unsummon
Cards that can support this core:
- 3x Siren Lookout
- 2x Raider
- 2x Forerunner
- 1x Skysovereign
Good luck with your deck.
3 days ago
I'd really focus on lowering your mana curve and decreasing your 1-ofs. Mind Stone is leagues ahead of Izzet Cluestone, Etherium Sculptor is fantastic, Vedalken Engineer isn't half bad, etc. I'd also add in some card draw (Thoughtcast), some untapped lands (Sunken Hollow, Choked Estuary, Drowned Catacomb, etc). That should solve a lot of your consistency issues.
3 days ago
@ divinagon I was originally running one fetid pools and one Drowned Catacomb for the two Botanical Sanctum. I do agree with you about the Sweltering Suns but my local meta has a lot of big dinos so Bontu's Last Reckoning is just better in that situation. Thanks for the insight though(:
4 days ago
1 week ago
Playtesting this I have some suggestions for it if interested. Your wincon is a 6 drop-Which means you either need to stall out your opponents plans through the late game, or get there faster than your opponent.
Your land pool has 7 tapped lands and 2 tapped artifacts. Playing 2 colors, fetid pools is ideal for cycling. Which is best in a more controlling deck. Go to 4 Drowned Catacomb here and add a Swamp. Evolving wilds are also a tapped land good for mana fixing and triggering revolt in the late game for a key fatal push. With treasures and only 2 colors, you dont need them and they slow down your plays. I am not sold on Renegade Map and Traveler's Amulet here either, but with all the other tap lands slowing things down I cant get a good enough read to make suggestions one way or another. I would mai lay suggest going to 23-24 lands and using those spaces for better board presence.
4 tTezzeret the Schemer is 1 to many. You dont want a 4 drop on your opening hand unless it is a perfect draw. This is a mid game play and the space again can be used by something to effect board pressence.
Through my own testing, Hornswoggle was to expensive and caused a lot of problems. The treasure is nice but having Essence Scatter in hand means turn 2 disruption on faster decks. Also, provided your sanctuaries dont stay on the field, you can use more mana on turn for your spells.
Inspiring Statuary has to pull a lot of weight in this deck as it sits. You have a lot of cards that arent ideal for competitive play that if you have improvise, are doable. Pirate's Prize is one of these, 4 drop sorcery means it takes up a turn almost completely without sanctuary. Perhaps drop 2 and add in an instant speed. Hieroglyphic Illumination will provide a cycling option if you are in a game where you just cant swing its cost. Lastly, Bontu's Last Reckoning side board this card. Its great against very few decks. Decks with creatures bigger than 3 toughness, without recursion. So pretty much every top deck right now will work around it quicker than you can recover from tapping down a turn. Yahenni's Expertise is ideal for most games and is great for the main board as a 2-4 Of.Other than that, you have 4x 3-drops and 4x 6-drops for creatures.
Then you have 2x 3-drop and 1x 5 drop for counters.
You need to be one or their other until you get the deck rolling.
Aggro and midrange are all the rage right now.
1 week ago
Grixis AND Primal Amulet Flip?! This is definitely a deck I'm rooting for, and I wish you the best of luck with it. That said, one thing that jumps out at me is the low amount of instant speed spot removal; you might want to find some room for some Abrades in case they're running Heart of Kiran or Aethersphere Harvester as you currently don't have a reliable way to deal with them before they run away with the game.
Sadly, I think you're right about the manabase. You probably want more than 23 lands when your deck's this top-heavy, and running Cinder Barrens, Highland Lake and Submerged Boneyard is obviously not ideal (I understand this is probably a budget/availability thing, though). It also needs to be pointed out that you only have 4 lands total that let Drowned Catacomb and Dragonskull Summit enter untapped; at that point they might as well not have that ability. Lastly, you aren't running any basics at all: if you use Field of Ruin's ability, you will be putting your opponent up one land on you. Combined with the fact you've only got 23 lands yourself, this makes it extremely risky to use if they manage to flip a Legion's Landing Flip or something early, as you may end up locking yourself out of the game.
Keep us posted with how this goes!
1 week ago
interesting deck but it loses steam fast and doesn't actually do anything to win you a game. I'd recommend getting some beefy top end creatures that can come out. The Scarab God would be huge for you since you are getting them to discard stuff (looking for them creatures). The other side is I would get some counter or draw spells in there. There is only so much discard can do. Once something hits the field you don't really have a way of dealing with it. Also your land base needs some love. Messing around with testing it against my Treasure Production Control it constantly was trying to find a color needed or getting the second black for some of your stuff was a pain. I'd add in some more Drowned Catacomb