Drowned Catacomb

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
2010 Core Set (M10) Rare

Combos Browse all

Drowned Catacomb

Land

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

soikkam on Treasuret - Board-clogging Treasure Midrange v2

17 hours ago

Grixis is easily splashable with the Aether Hub , Spirebluff Canal , Drowned Catacomb and Dragonskull Summit

I will try a Grixis build tomorrow

Oloro_Magic on W/B More Tokens More Power

1 day ago

8 creatures isn't enough for the deck, you want more token generators, Sacred Cat, Anointer Priest are solid options. Also Countless Gears Renegade and Regal Caracal would be very good here. I would drop Malfunction and Revoke Privileges they are expensive and natural card disadvantage.

Also your removal setup should be more like 4x Fatal Push, 1-2x Vraska's Contempt with Walk the Plank in the side m maybe you have too much right now. For that reason Impeccable Timing can also go in favor of the above mentioned creatures or for more Opt as 1 Opt is a bit useless.

The mana base also needs an update I would run something like this.

4x Evolving Wilds (triggers revolt which is important)

4x Concealed Courtyard

2x Drowned Catacomb

3x Glacial Fortress

5x Plains

3x Swamp

2x Island

Of course you could just drop blue altogether as the deck can work in B/W, however blue gives you a better sideboard.

As for your question, neither is really needed and I would drop either for Anointed Procession however Animation Module would be fun to try and make work.

xoorath on Huatli: The only dino gyno I know...

3 days ago

Matchup against Treasure Production Control

Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

xoorath on Treasure Production Control

3 days ago

Hey, sweet deck! I did some playtesting against my dino deck Huatli: The only dino gyno I know... if you're interested. Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

ROUROU on standard mill

4 days ago

ace2412 Hello my friend. I am sorry to inform you, but shadows over innistrad rotates out in a week:(

Choked Estuary, Startled Awake and Thing in the Ice  Flip will soon rotate.

Don't worry though. You can put in Fleet Swallower (instant win with Fraying Sanity). You can also play Glimmer of Genius for the card advantage and then play a couple of Minister of Inquiries, along with Aether Hub and Drowned Catacomb

Argy on Babby's First Zombie Deck

4 days ago

I can see right away that you have way too many Creatures in your 3 drop ie. 3CMC (= 3 Converted Mana Cost) slot.

Decks can overrun you if you don't have some strong 1 and 2 drop Creatures.

I feel that Dread Wanderer and Earthshaker Khenra might work well for you. I would put 3 of each of those in, and take out 4x Marauding Boneslasher, and 2x Spellweaver Eternal for a start.

Also remove 3 of each basic land, plus one more Swamp, for 4x Unclaimed Territory. Choose "Zombie", when you play it.

You will need lots more dual lands so that you will be able to cast your early Creatures, no matter what colour they are.

I'd put in 4x Drowned Catacomb and 4x Dragonskull Summit, and playtest that to see how they work.

excasteal on Swamp-water Lurkings

5 days ago

I think if you are playing fish in standard you definitely want 2-3 Kopala, Warden of Waves. It's basically a Kira, Great Glass-Spinner for standard fish. I would also go up to 4 Merfolk Branchwalker since it is more aggressive than Seekers' Squire, and it turns on your Kumena's Speaker (your best turn 1 play) and is recieves protection from Kopala. Likewise, a 2/1 flying for 2 is pretty solid so I might consider going up in Shaper Apprentice copies. It will be useful against flying pirates and has a relevant creature type. It isn't stellar but is well situated in the deck. That being said, you could cut it entirely along with your Seekers' Squires and focus more on including more interaction (you should really be playing Fatal Push since it is the best removal in your colors and likely some number of Walk the Plank to deal with dinos and other large threats). At the 3-mana slot, Shapers of Nature is a decent body with two very good abilities for this deck, especially if you want to abuse Herald of Secret Streams's text. I wouldn't necessarily jam 4 but 2-3 could be nice. It also makes Dowsing Dagger better, as at the moment you really have no need for a Lotus Vale, as the 3 mana is pretty superfluous later in the game... unless you have a a mana sink like Shapers. Vineshaper Mystic seems like a great play on turn 3 provided you had at least a 1 or 2 drop, but it could be very bad it you didn't or it got removed. It may be worth considering, though. Entrancing Melody is a sideboard card, not a mainboard card, so it should be moved there. Sword-Point Diplomacy seems good if you are pressuring your opponent, but I generally don't like cards that give your opponent perfect control over what cards you get. I won't dismiss it though because potentially 9 damage is a lot. Search for Azcanta does not really belong in this deck, as it is not a control deck. You don't want to grind the game out too long, you are trying to win the tempo game. If you go too long you will just lose to hard-line control decks and dino decks. That being said, you are a tempo/midrange deck so you need 22 lands, and also better lands. 3 colors demands nonbasics, and luckily there are plenty of good nonbasics in this standard for your colors, between Drowned Catacomb, Blooming Marsh and Botanical Sanctum. With the current build focusing on lots of interaction, you don't really want to use Unclaimed Territory since it only fixes mana for creatures, and you honestly don't even need it with two fastlands available.

Last thing: I like the 2-of Dire Fleet Ravager. It is super spicy, I want to know how it is in further testing :)

crypticMTG on UB Control (Ixalan)

5 days ago

Lay Bare the Heart is going to be much weaker with the new rules on Planeswalkers being Legendary. Have you considered 1 or 2 Doomfall, the versatility is often valuable in different matchups. The edict mode may prove more useful in the long run over Lay Bare the Heart.

Similarly, what about Supreme Will? Even late game, the option to turn a seemingly useless counterspell into the best card in your top four is pretty important.

Only other comment is are you short of Fetid Pools? Dual land early, turns your Drowned Catacomb online. Cycles late game when you're good on mana.

Generally, consider cards that give you multiple options, they help against more decks than other cards, so are usually better mainboard options which can be swapped out for more specific answers out of the sideboard.

I've been on Grixis control since the start of Amonkhet - which if you want to, you can find on my page - and have found that once I started playing Doomfall and Supreme Will, I've found more matchups easier to play against before sideboarding, allowing me to win game ones I usually shouldn't.

A costly addition may be looking into getting a The Scarab God or two if you can too. It's possibly the best control creature right now.

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