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
So, enpc, I've been thinking hard about your suggestions about lands and decided to do the following:
- I will try to increase the number of land cards to 36 as you suggested, I didn't sleep half the night, thinking what to cut in the deck. :P So I decided to try to play without Disenchant, now I doubt what land should I add to the deck, should it be Strip Mine, or Riptide Laboratory (good interactions with some of my creatures), or maybe even Drowned Catacomb. What do you think?
- And I'll cut one Island as you suggested to add Cephalid Coliseum. So it is now in the deck again!
Thanks for suggestions, and for giving me the impetus to make those changes. :)
5 days ago
Major Manabase overhaul
Im also expecting changes next week.
6 days ago
Well, when it comes to a 5 color mana base, you do have options for budget, but you're more limited than any other color combination when it comes to such a thing.
Like, the starting point for a non-budget 5 color mana base is typically 10 duals, 10 shocks, 10 fetches. So, if doing a budget base, you need to emulate that even if you would wind up being slower in comparison (I suppose having your first 3-4 lands come in tapped still allows you to play cards, which isn't so bad, versus drawing the wrong combination of basics/nonbasics and being cut off from two of your five colors for the entire game).
So, that said, here are my mana base recommendations:
Start with any land that produces all five colors of mana. Ally Encampment is a good start, but City of Brass and Mana Confluence (losing 1 life is no big deal in comparison to not being able to cast your cards, for example) are just as useful. Ancient Ziggurat, Exotic Orchard, Forbidden Orchard, Grand Coliseum, Reflecting Pool, and even Holdout Settlement and Rupture Spire/Transguild Promenade can be useful depending on what kind of lands you're able to get a hold of.
Those lands total up to about 10, but you shouldn't have to run all of them. The Odyssey filter lands are personal favorites of mine, because they can give you access to two colors you're unable to get otherwise at the moment and, unlike Shadowmoor's filter lands, don't require specific colors of mana to activate. These are Skycloud Expanse, Darkwater Catacombs, Mossfire Valley, Sungrass Prairie, Shadowblood Ridge. 3-5 of these can help a lot
The Mirage fetch lands are dirt cheap and can be extremely useful- if Shocks are too expensive, combine them with Battle for Zendikar's lands. Grasslands, Flood Plain, Bad River, Rocky Tar Pit, Mountain Valley, and even Krosan Verge because it can double as acceleration. These lands can fetch Cinder Glade, Canopy Vista, Prairie Stream, Smoldering Marsh, and Sunken Hollow (as well as the shocklands from the Ravnica blocks). I'd recommend running about 2 of the fetch lands, because they can really ease things out by allowing you to choose the colors you need at the moment (versus being stuck without green by drawing Crumbling Necropolis, Arcane Sanctum, and Mystic Monastery).
While on the subject of the tri-lands, running all 10 of them can be fine if you can accept significantly slower games. The M10 check lands are fantastic, especially if you do a few of the fetches mentioned earlier, because they can come in untapped a lot of the time. For reference, these are Glacial Fortress, Sunpetal Grove, Rootbound Crag, Dragonskull Summit, Drowned Catacomb. The rest of the set was in Innistrad, and they're a bit more expensive, but these five should suffice (Clifftop Retreat is still pretty cheap now that I think about it). A few of these lands can help, but only if you consider the fetches from earlier. Hell, even the Battle for Zen tango lands could be useful, too.
Then you can fill out with basics and pain lands as needed.
Mana rocks and ramp cards that let you pick the land you put in are invaluable here, too. Darksteel Ingot, Commander's Sphere, Fellwar Stone, Rampant Growth, Cultivate, Kodama's Reach, Nature's Lore (best with shocks or BfZ lands with a basic land type), Skyshroud Claim (see Nature's Lore), Sakura-Tribe Elder, Farhaven Elf, Solemn Simulacrum, Coalition Relic, Manalith, even something like Springleaf Drum could help, potentially.
Hope this helps you, even if a little bit.
1 week ago
I feel like Visions of Beyond is really good in this deck.
Also unless you have a creature heavy meta I'm not a big fan of Despise in this deck. Now a completely optimized deck would play Thoughtseize but not everybody has a million dollars so Distress? Double black is tough but I like the hand disruption in this.
A Go for the Throat or two seems good
Also Drowned Catacomb cost you about ten for a playset. Makes your mana ten times easier.
I actually really like this though. Seems good!
2 weeks ago
Hello, like he said you are going to want to keep everything pretty consistent; 3-4 of each card.Secondly you're going to need a relatively low curve so you don't get blown out early in the game. Since your playing two colors your probably going to need some dual lands/fetches, the Salt Marsh is good but there are better options like Drowned Catacomb, Dismal Backwater or Evolving Wilds.
Finally the best advice I could give right now is to find a strategy and stick with it, a good idea would be to go with something fast and fun to play like a tribal deck such as spirits, zombies, or merfolk. Do some more research on resources like mtggoldfish.com.You have some really strong cards in your deck and with some help you can turn it into something great.
4 weeks ago
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!
4 weeks ago
1 month 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.
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.