Drowned Catacomb


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Arena [BETA] Legal
Archenemy Legal
Planechase Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Archenemy: Nicol Bolas (E01) None
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
2010 Core Set (M10) Rare

Combos Browse all

Drowned Catacomb


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

: Add or to your mana pool.

Price & Acquistion Set Price Alerts





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Drowned Catacomb Discussion

TheGodofNight on Budget Dimir Aggro

4 hours ago

Good Morning captainamerica,

I'm not sure I follow the core concept for this deck. So my apologies if you have already fielded this question, or another like it. You call this an aggro deck, however, it is more "reactive" (like a control deck) than "proactive" (like an aggro deck). I only say that because you are running a total of 7 creatures in the main board. I understand your budget constraints, and would like to recommend a budget Dimir Surveil Aggro list to you for consideration.

4 Thoughtbound Phantasm 11 Island 4 Nightveil Sprite 3 Dimir Informant 4 Dimir Spybug 8 Swamp 3 Discovery / Dispersal 4 Thought Erasure 4 Notion Rain 4 Drowned Catacomb instead you could run 4 Dimir Guildgate 3 Sinister Sabotage 3 Cast Down 2 Barrier of Bones 3 Disinformation Campaign

This list would be a little more aggro. I hope this helps.

Thanks! -TGON

David_H18 on Kamo's Crash and Burn

6 days ago

My third color for this would definitely be blue, that gives you access to Drowned Catacomb, Watery Grave, Steam Vents and Sulfur Falls, which will actually improve your mana base. It also allows you to play 3 Nicol Bolas, the Ravager  Flip at your four drop in place of 3 Raiders' Wake. Moment of Craving is going to allow you to live long enough to set up your value inevitability against mono red, so I would think about going to 2 on Shock and put two more in the side board instead of Urgoros, the Empty One. This next one hurts me to say, since Fell Specter is one of my favorite cards, but you will definitely get more value out of Chemister's Insight, drawing cards is essential for you and being able to ditch a land late for two more cards is great. Also, with blue you get access to a couple of counter spells, which is fantastic against all the etb abilities on creatures right now. I would think about running two Syncopates in place of Liliana's Spoils which will help your curve as well, and go for 2 Essence Scatters and 2 Lava Coils (Now that I'm saying it, Shock and Lightning Strike would probably be out for me) so cards like Rekindling Phoenix, Arclight Phoenix, or either izzet drake can't trade for more than one card. Finally, you will have to make a choice on whether you want to get more aggressive, or more control. I would lean more toward control, as the value in this deck is difficult to overcome late game. If, however, you decide you would rather get an early advantage, simply swap the two Essence Scatter and Lava Coil for 4 Thief of Sanity. If he is not killed, he will win you the game simple as that (if he were a 2/3 I would be way more inclined to play him, but there's just too much out there to kill him for me). Anyway, didn't mean to write a book, but these are the changes I would make and why! If you like them let me know, and if you don't, then feel free to tell me that too and have fun playing with a fun deck!

solarbeam on Etrata

1 week ago

Instead of Divination, run Discovery / Dispersal. Taking out Dazzling Lights or Chart a Course would help you out a lot too. Lands like Watery Grave and Drowned Catacomb will definitely make this run much smoother as well.

Cool deck, hope you like playing with it!

Falco101 on Yuriko, Ninja Fun

1 week ago

Here's some land recommendations to both speed up the deck and give them more utility. All recommendations are under $20.

Lands to swap:
Sunken Hollow instead of Rupture Spire
Underground River instead of Shimmering Grotto
Morphic Pool instead of Transguild Promenade
Drowned Catacomb instead of Grixis Panorama
Tainted Isle instead of Esper Panorama

Since you don't need to fetch a lot of basics, I'd swap a few basics for dual lands to ensure you always have your colors, ~10 basics is more than enough for a deck
Creeping Tar Pit
Dimir Guildgate
Darkslick Shores
Dreadship Reef
Secluded Glen

Utility Lands worth including:
Arcane Lighthouse
Temple of the False God
Nykthos, Shrine to Nyx
Field of Ruin
Ghost Quarter
Inventors' Fair
Ash Barrens
Isolated Watchtower
Tolaria West (Transmute this land, to fetch another one you need)
Crypt of Agadeem
Reflecting Pool
Spire of Industry
Shizo, Death's Storehouse
Hall of the Bandit Lord

knightfall666 on Rob's Zombies

2 weeks ago

keeping zombies in the graveyard is an asset, so using Raise Dead to bring them to your hand when you can eternalize them is not very good. Byt if you want to get them back to use things like Gempalm Polluter you should use Ghoulcaller's Chant, which is strictly better. For cheap mana base you can get Tainted Isle and Darkwater Catacombs, Sunken Hollow (synergy with cards that use swamps) and Drowned Catacomb

solarbeam on Three Color Midrange/Life gain Deck

2 weeks ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

David_H18 on Beware the Handburglar!

3 weeks ago

Just curious if this is a budget option? If not I would go for the playset of Watery Grave and go ahead and get a playset of Drowned Catacomb as well. Also, if you're wanting to go all in on discard, Fell Specter could be a win condition for you. I'd also think that Disinformation Campaign would work well, and would definitely put Unmoored Ego in the sideboard. Just a few suggestions. It is cool to see you running your own deck design instead of going for everyone else's strategy. Respect. Got an upvote from me.

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