Drowned Catacomb

Drowned Catacomb

Land

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

: Gain or .

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Printings View all

Set Rarity
Ixalan (XLN) Rare
Archenemy: Nicol Bolas (E01) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
2010 Core Set (M10) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Drowned Catacomb occurrence in decks from the last year

Standard:

All decks: 0.9%

Modern:

All decks: 0.15%

Commander / EDH:

All decks: 0.12%

UB (Dimir): 2.86%

WUB (Esper): 1.13%

UBR (Grixis): 1.23%

BUG (Sultai): 1.32%

Drowned Catacomb Discussion

Balaam__ on Dimir Zombies

3 days ago

Nice looking build. Dimir is my preferred color combination, and Zombies are my favorite tribe, so this looks good to me. Since you’re in casual format which basically opens the door to any card, I’d definitely recommend Underground Sea in place of Drowned Catacomb. There’s no comparison. If budget is the driving force behind the choice, I’d still recommend a playset of Polluted Delta and/or Watery Grave over the Drowned Catacomb. Thinning the deck in the process of fetching the exact land you need definitely outweighs the minor ping to your life total.

Drowned Catacomb is functional but simply slower than the other options. Even a filter land might find a place here (like Sunken Ruins).

psionictemplar on Interdimensional Initiative

5 days ago

Forewarning: this will seem very all over the place and each section will be a different consideration for the deck.

My thoughts would be to work in the Birds of Paradise over Llanowar Elves to smooth out your mana more. Granted working out the mana for your deck will be a lot easier when you get a mainboard established.

I will caution you that if one of your bane alley brokers die/leave the battlefield you will lose access to all the cards exiled by it. Extra copies of this card cannot get cards from a previous one. With that being said, you should probably have several ways to protect it/your other cards you are running. Doing this will probably lean your deck towards being primarily u/b and might make it worth cutting green out all together.

Bomb wise, I will suggest Doom Whisperer since its surveil ability can control the cards you remove to bane alley more to your liking.

Overall my thoughts would be to cut green and go into more of a u/b control style of deck that uses bane alley as card advantage. This will allow you to go into a much easier mana base with Polluted Delta, Watery Grave, and Drowned Catacomb to make your mana super smooth.

mtgApprentice21 on european parliament

2 weeks ago

Switch out Glacial Fortress and Drowned Catacomb for Sea of Clouds and Morphic Pool if you usually play multiplayer games with this deck. You can always switch them back for 1v1 games if you need to.

One other thing, I think Empress Galina would very much like to work with Leyline of Singularity. I've seen a friend of mine use that to steal someone else's Blightsteel Colossus, as well as a few other big, non-legendary things. It was really funny.

All I'm sayin' is, if you're gonna make a theft & copy deck, go all the way and turn it into a deck that makes everyone else's life a living hell! XD

Amoskeag on Cursed Energy Grindstone

2 weeks ago

Hey! Mill is always a fun strategy, here are my thoughts for this "Cursed Mill" deck.

Fraying Sanity will make your mill effects much better, even when they "Whiff" on your Grindstone, and speaking of Grindstone, Painter's Servant is a really fun combo with it but BOY it's a pretty penny right now so let's forget about that. The other curse that flys to mind is Curse of the Bloody Tome, keep dumping that library into the yard!

Energy Field is for sure a neat card, but you have to basically stop playing the game to keep it in play, that's big sad energy when you want to stall out the game and pull ahead. Call me crazy but with a White or Green Splash, you could play Wheel of Sun and Moon enchanting yourself, preventing you from ever losing your Energy Field do to its ability! but that's something for version 2 of the deck I'd say.

And now that M21 is on its way you get some copies of Bruvac the Grandiloquent, it's totally made to improve your game plan!

Rewind is cool but you seem to have plenty of the "untap x lands" effect, Remand would give you the ability to stop a player's turn and draw you a card.

Since currently this is a 2 color deck, and you want mana rocks, drop the Star Compass and just use Talisman of Dominance if you don't have the basic land you need it's going to hinder your ability to play, Talisman pings you for colored mana (not the colorless note) but you'll be able to get exactly the mana you need without getting caught by luck of the draw.

Furthermore, your mana base is comparable to a burn deck's count, your going to be getting to 3 lands as a top-end consistently with proper shuffling. you have cards in the 4 and 6 mana range, you'll want to get to 21 or 22 lands so you are making your land drop every turn. Your mana base can also be made more consistent with a few two-color lands, I would recommend the Scry Lands as a starting point. Temple of Deceit would be the one you want. Also Castle Vantress. Other lands you can use to improve the consistency of your mana base include Drowned Catacomb, Choked Estuary, Underground River, and Watery Grave. Creeping Tar Pit serves an additional purpose of being a creature you can use to close out the game if the mill isn't working, also it's Unblockable yay!

glup-uk on Ninja

1 month ago

A few quick changes by looking at this at a glance:

-Smoke Shroud -Underground River -Dimir Locket -Whispersilk Cloak

+Dismember +Black Sun's Zenith +Aqueous Form +Talisman of Dominance

I'd also improve the lands composition with ramps like Evolving Wilds and Terramorphic Expanse. Also Lonely Sandbar and Drowned Catacomb are decent lands to play here.

multimedia on Lernaea's children

1 month ago

Hey, the manabase could use some improvements. You have Bayou, Tropical, Cavern and the Filter lands which are all great. Why also 18x basic lands? Consider more dual lands?

The least expensive Fetch lands: Windswept, Bloodstained and Strand can search for one of Bayou, Tropical, Zagoth or a Shock land: Overgrown, Watery, Pool. This color fixing from Fetch lands as well as more Rainbow lands especially Command Tower can help your deck.

tabbs33 on The Dark Mill

1 month ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell

Oboro, Palace in the Clouds to trigger Hedron Crab over and over

Visions of Beyond because it's basically Ancestral Recall for Mill

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

Field of Ruin to hit your opponent's important lands

Crypt Incursion as a way to help you survive

Snapcaster Mage to flashback your Glimpses, Visions, etc.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

Breaking / Entering as a maybeboard card if you really need more efficient mill

Here are some other thoughts I had:

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.

Patient Rebuilding: very variable and you may not even get any triggers out of it.

Keening Stone: you probably won't be able to cast this card.

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

fmastrome2008 on Yarok EDH

1 month ago

I'm going to assume this is a budget build / work in progress.

My first recommendation is to obtain the following staples: Sol Ring, Command Tower, Panharmonicon.

My second priority would be to upgrade the mana base. Command Tower, Bojuka Bog, Opulent Palace, Temple of Deceit, Temple of Malady, Temple of Mystery, and Myriad Landscape would provide an immediate upgrade to your manabase for < ~$7. Follow it up with Watery Grave and Drowned Catacomb.

Other immediate upgrades would be Thassa, Deep-Dwelling for further ETB effect abuse; Farseek and Kodama's Reach for further mana consistency; and Prime Speaker Vannifar / Birthing Pod for great tutor effects.

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