Drowned Catacomb

Legality

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

Combos Browse all

Drowned Catacomb

Land

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

mana symbol t: Add mana symbol u or mana symbol b to your mana pool.

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Drowned Catacomb Discussion

TheAlexGnan on Dimir Mill Deck (U/B)

17 hours ago

I'll take a "no-budget" standpoint, so that you can see whats possible with this archetype. You can adopt some of those cards over time, aquire them for cheap at special occasions etc.

Visions of Beyond is a necessity for a full blown mill deck.

As is a fetch shock mana base, since you dont want to draw lands after land 4 or so. You'd use Polluted Delta and Misty Rainforest or similar for fetches (preferably 8) and Watery Grave for shocks.

Very good budget lands that help you with color fixing are Drowned Catacomb and friends. Look up the different kinds of dual-color lands, you can increase your consistency by a lot on a relatively low budget.

Another good addition is Thought Scour. it doesnt mill a lot, but it is instant speed which means you can sneak it in at the end of their turn for effectively 0 cmc, and it cantrips, which is very valuable.

http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/221596-ubx-mill

this is a link to a very comprehenisve UBx mill primer on mtgsalvation. It basically contains everything you need to know ;)

casmiel on Zom-booyah!

6 days ago

I'd suggest trying out 4x Cryptbreaker. It's one of your best opening plays, super cheap to revive with Relentless Dead and can create massive card advantage, as discarding creatures is not really an issue for you. The tap 3 for card draw is a real gamechanger, you can use it on your blockers, when facing removal, on a boardstall and so on, it feels great to play. A playset of Drowned Catacomb is an easy and cheap way to improve your landbase. Stream of Consciousness is pretty terrible here, I would suggest removing all of them. From Under the Floorboards is also a bit weak for Modern play. I suggest adding some form of removal spells for your deck. Tragic Slip, Dark Salvation, Bone Splinters and Go for the Throat are all decent and playable, go with what you like. I'm not sure how you plan on getting down Akroma's Memorial, as you don't have any form of Mana ramp in your deck. Many games won't even last long enough to assemble 7 lands on your side, I feel like this is mostly a card that let's you "win more" unless you can somehow cheat it into play early on.

AceDallenbach on Lazav, Dimill Mastersteal

1 week ago

Dovahkridd,

looking at your deck I have a few questions for you, what is your budget? The reason why I ask is because the fastest way to improve you deck is always start with your land base. Your a little light on duels in my opinion I know they are expensive and sometimes not as exciting as adding in the creatures and spells but of all the areas of your deck this one in my opinion needs the most improving. Sunken Hollow and Drowned Catacomb are both under 5 bucks so they would be easy additions that wouldn't break the bank. I would also consider replacing the shrines you have in your deck. Now this is just my opinion but they just don't make enough of a splash right away to me. If you want to target your opponents hands you already have the best of them all Jace's Archivist. Alternatively if you just want mess with a single players hand creatures like Shimian Specter can let you exile rather than discard and it forces you opponent to reveal and let you choose what needs to go. Hypnotic Specter makes the discard random which is still stronger than the shrine discard. Plus both these creatures can be used as blockers if need be. Rapid Hybridization would also be another one I would consider swapping. Black has some of the best spot removal in the game and I would much rather have a counterspell instead. Psychic Strike is a good one has good synergy with the deck as it lets you mill as well. I could keep going but I would be typing here forever. If you are looking for more inspiration check out my decks I have my own Lazav deck that I have been constantly tweaking over the last 3 years and I can say it is my baby. Good luck with your deck man keep on improving.

Rodzo on U/B Extraction

1 week ago

Hey, thank you, i replaced 2 temples for fastlands and it's smoother now. I like them over Drowned Catacombs because they enter untapped without playing around, most of the times.And thank you again, i loved ub mill a lot :P. Even when I build for fun i don't like subpar choices, so, sometimes they look good, but most of the time they do not, this was just a lucky one :)

Wonky.wombat. on U/B Extraction

1 week ago

Maybe add a Drowned Catacomb or two, as shocks count as islands and swamps. And also Darkslick Shores, because it is a great turn one or two land, and after that you don't need the extra mana so much

Stefouch on Revenantmike

1 week ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Spine of Ish Sah

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard, or Sanctum Gargoyle)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

Stefouch on Stefouch

1 week ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Any wrath effect or O-Ring effect.

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

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