Drowned Catacomb

Drowned Catacomb

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

Tap: Add U or B to your mana pool.

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Drowned Catacomb Discussion

addaff on Blue Black Mill

1 day ago

keeping this on a budget...

Lands - Drowned Catacomb or Dismal Backwater are really cheap.

Creatures - i love Undead Alchemist in a mill deck, but he is a magnet for removal. If you are going to play walls i recommend Fog Bank and i there might be a cheaper one than you have with shroud/hexproof.

Breaking / Entering is another cheap mill card. Mind Grind is better for multi-player games.

Altar of the Brood is a awesome card, but your not 'abusing' it. Ornithopter + Retraction Helix + something/someone that untaps( Midnight Guard as an example) and you have yourself an infinite combo. Some people have been running a white splash to mill for Path to Exile which helps trigger Archive Trap.

addaff on Ye Ole Water Mill

2 days ago

Just one copy of Crypt Incursion, but if you don't have much draw, then 3 is fine.

Surgical Extraction & Extirpate only work on non basic lands, but still thins their lands. If you play casual with friends then Drowned Catacomb & Dismal Backwater will work just fine.

I saw that you like to know some "broken" cards. Grindstone + Painter's Servant was really fun(for me) to play.

NuBByThuMB on Welcome to the Undercity

3 days ago

Hey there! Thanks for taking the time to stop by Lazav Plays With Your Mind (UPDATED 100% FOIL) and have a look! I'm doing my best to make it the top contender for best mill deck on the site! So here's to you and helping me make that happen! +1!

So I'm glad you asked for my help. I've got quite a heavy grip on the idea you've got going here and I'd love to help. This build consists of a combination of two of my favorite play-styles. Mill and Combo. and they both happen to be decks I've built in whole focus. There are a lot of overlapping themes between the two and it takes a lot of diligence to be able to find the fine lines and tune them each accordingly. But have no fear, I definitely see some places where adjustments can be made and the sought after consistency obtained. If you don't mind, I'm going to say my piece about each card type and what I see that could be changed. So without further ado:

Creatures: Of your creatures, there are three that standout as a little shaky to me for reasons that other cards mentioned later will as well.Undercity Informer - requires that you sacrifice a creature, something that you don't want to be doing often. Mirko Vosk, Mind Drinker does this guy's job a lot better and what you've done with this card space is trade consistency for utility. This space could better be served as Erebos, God of the Dead. I see you've included the other two Gods in your colors and Erebos shouldn't be any less eligible here. Being able to snuff life gain can be vital when you're strategy shifts from mill to kill either from necessity or for plan. Not to mention, Erebos adds an additional draw engine to your build. The fact that he can become a creature to block everything on the ground and survive is just gravy, and having this option available to you is a clear and concise way to make sure that no white deck gets away with Felidar Sovereign.Hedron Crab - targets a single player and is reliant on landfall. for the same reason, we don't play cards like Jace's Erasure unless we're 100% dedicated to drawing as many cards as possible. This guy is great when you can get him in multiples or abuse him with fetch lands and Crucible of Worlds, a card i would recommend if you were planning on adding more utility to your lands. But as he sits currently, the crab is a little underwhelming. Have you considered Jace's Mindseeker? Oboro, Palace in the Clouds does make this guy better, however. Nighthowler - is reliant upon a specific card type in the graveyard. this means he builds up much slower against decks that play very few creatures like Narset, Bruna, and Uril. The better option here would be to look for cards that synergize better. I see you're running Jace's Archivist and Forced Fruition. have you considered Fate Unraveler, Underworld Dreams, Liliana's Caress, and Megrim? These are just a handful of ways for punishing your opponents for drawing too many cards and they only get better when you force that upon them. To get an eye full of what this strategy can do, have a look at Nekusar Group Slugs. This deck typically cleans house by turn seven if I'm at the Wheel. (All puns intended...)

I'm noticing your clone package and it seems great though you might consider dropping Phyrexian Metamorph and Phantasmal Image to include some better options in spells like Cackling Counterpart which gives the added bonus of flashback for another trigger on that freshly copied Consuming Aberration.

The suggestions above apply to my suggestions for enchantments as well. Animate Dead is just too far left field to be considerable for this strategy and Rhystic Study doesn't draw you as many cards as you'd really like it to. Thiere are many paths on the golden road to card advantage, young grasshopper, the question is, which will you take?

Card advantage is the real value you get from upgrading Undercity Informer into Erebos, God of the Dead. Or Rhystic Study into Sensei's Divining Top. There's a lot of upgrading you can do that, of course, would cost a pretty penny. But that's okay. I'm going to give you a bit of a stream lined look at cards you can play to help further synergize your core strategy and gain the card advantage you're after from the cheapest of spells to the more powerful end game ones that will typically cost you a buck or two.

Sensei's Divining Topis pretty much an auto include for any deck that wants to dig seriously. To be honest, i don't know of a deck that doesn't.

Time Spiral is the cream of the crop wheel spell, and in some cases like Dimir Aqueduct can actually net you extra mana. Even more bang for your buck when you're punishing your opponents for drawing cards. Similarly, cards like Time Reversal and Windfall can be played next Whispering Madness.

Your instant package feels very lackluster as most problems your trying to account for can be done with better cards at sorcery speed. The only cards I would consider keeping are Cyclonic Rift, Psychic Spiral and maybe Crypt Incursion. I might also recommend Hinder and Spell Crumple to be at the core of your counter package as it's easy to wipe someone out after you tuck their general with Hinder and then come out of nowhere like a badass ninja with Tunnel Vision Junktroller serves as an additional combo piece here as well.

"Oh, I'm sorry, did you want your Commander? Here, you can have him back, but it's gonna cost ya. That's right... all the cards."

To round out your instants you should be thinking about effective and cheap ways to keep you winning. Muddle the Mixture counters or searches up something vital like Duskmantle Guildmage and Mindcrank . Other countermagic like Traumatic Visions doubles as mana fixing.

Of your sorcery speed spells, I am pleased. There's a few here that don't quite fit but the rest look great. Firstly, Mind Funeral only targets a single player and copying it is lackluster when you are already playing Mind Grind. If you really require a single target spell, I would much rather play Glimpse the Unthinkable here as it has been clutch to making Lazav some of the scariest creatures in the game. I can't tell you how many games I've rode on the back of Lazav as a copy of Avacyn, Angel of Hope. In my personal experience, Glimpse hits for more cards regularly than Mind Funeral. Mirko Vosk does a better mind funeral and you can copy his trigger with Strionic Resonator. You can copy Sword of Body and Mind with the resonator too.

If I were to make any personal inclusions to your sorcery spells i would say try to fit in at least Increasing Ambition, Diabolic Tutor and Demonic Tutor.Artifacts i would recommend dropping might be Sol Ring and Armillary Sphere for Altar of the Brood and Sensei's Divining Top. Lazav doesn't need Generic mana to cast, so Sol Ring is just kinda dead weight before turn five.Top is just better than Sphere.

Your land is the last bit I wanted to mention. Not because it's not important, but just the opposite. I see that you've got a lot of very good inclusions in cards like Urborg, Tomb of Yawgmoth and Thespian's Stage. Have you considered Cabal Coffers? Crypt Ghast? Magus of the Coffers? These are easy ways to direct your opponents away from your main strategy and pay close attention o everything on board. These cards are powerhouses because when combined with each other, they make A LOT of mana. Synergy like this MUST be dealt with and it's a cheap expense when you consider that it only takes a card or two extra included to really go over the top and force your opponents' hands prematurely. The best part is when they can't handle this combination and you just run away with all the mana.This is perhaps my favorite part about playing black in the mill strategy as it affords you great mana coverage as well as a great deterrent.

I see that you are running a lot of basic lands. Here's a list of non basics for you to consider:

Creeping Tar Pit

Darkslick Shores

Dimir Aqueduct

Drowned Catacomb

Duskmantle, House of Shadow

Evolving Wilds

Frost Marsh

Halimar Depths

Jwar Isle Refuge

Mana Confluence

Minamo, School at Water's Edge

Maze of Ith

Nephalia Drownyard

Nykthos, Shrine to Nyx

Polluted Delta

Reliquary Tower

Shizo, Death's Storehouse

Sunken Ruins

Tainted Isle

Tectonic Edge

Temple of Deceit

Watery Grave

Dismal Backwater


Each of these lands serves as utility in some way. Adding Expedition Map ensures that you get the ever important Urborg, Tomb of Yawgmoth when you need to turn all of your colorless lands into color. The more lands you play that can add both your colors, the easier time you'll have casting your spells and making sure you can back yourself up.

So that's pretty well what i got this time around. I'm sure I'll have another look at what I've written here and go "I forgot to mention this:" and you'll have another message. :P Let me know what your thoughts are and where you'd like to go with what information i've given. i'd be happy to dig a little deeper into a topic you aren't quite sure about!

NoPantsParade on Postmodernism, bringing cruelty back to Modern

3 days ago

From my experience in my playing my Cruel Control deck is that 4x Creeping Tar Pits works best. Personally, I'm not a fan of running buddy lands (Drowned Catacomb, Sulfur Falls, etc.). Replace 1x of each buddy land with the 3 Creeping Tar Pits. You should try completing your fetchland playset, having four of both Polluted Delta and Bloodstained Mire. Replace the Dragonskull Summit and Drowned Catacomb with the fetchlands. Also, try finding room for one more land to ensure your land drops. Perhaps take out a Jace, Architect of Thought for a Cascade Bluffs or Sunken Ruins. Other than that, the lands look pretty good.


I think you could get away with adding another Cruel Ultimatum to the deck. It's a pretty powerful finisher, and you want to draw it at some point to close out the game if you aren't already winning. I think Squelch and Pyroclasm both belong in the sideboard. That way you could bring in Spell Snare into the mainboard because there are so many powerful spells with a cmc of 2 and then maybe cut the Spell Snares to 2. That would allow for an Anger of the Gods in the mainboard, unless you prefer Pyroclasm. I think having both is redundant. Depending on your meta, you might want to replace Duress with Inquisition of Kozilek, but I don't have experience with the former. I don't know if I like Jace, Architect of Thought in this deck. I don't know your experience with him, but I think he could be safely removed in favor of another Snapcaster Mage. Then the last one can be removed for another Anger of the Gods. The same goes for Consume the Meek. How are you liking it? I thought about putting it in mine.

Other than those suggestions, I think the deck looks pretty solid. +1 from me!

SharpJs on 8 rack with surgical precision

4 days ago

Funeral Charm it is Instant speed Discard. it also kills Bob, Snap, Thalia, Young Pyro, Vendilian clique, Pestermite, and more. it is a great card for 8 Rack decks.

Also, Creeping Tar Pit as a one or two of. an Alt Win condition and all it would take is an island or two even some Drowned Catacomb which is nice and cheap. but you would start going blue you may eventually want to add Treasure Cruise which is a Slippery slope of blue control.

and as sideboard you might want a Dismember or two for those serious midrange match ups.

TheRedMage on Cruel Moon

6 days ago

AhabDownUnder: I think I would play 1x Steam Vents, 1x Blood Crypt and 1x Drowned Catacomb... Having one of each as a fetch target is nice so you can fix your mana... But I wouldn't play more or you risk getting hosed by your own Blood Moon. Three should be fine though. Even Lee Shi Tian played 3 Steam Vents.

shadow63: I disagree. Dark Confidants tend to be pretty short-lived (rightly so - if you stick one, you win) - you'll have trouble keeping one on the battlefield, let alone two.

Speaking of card draw... This deck has 12 fetches, 4 cantrips and an assortment of super cheap spells. Shouldn't Treasure Cruise be in here?

Color(s) Black Blue
Converted cost 0
Avg. draft pick 4.48
Avg. cube pick 11.28


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Magic 2013 Rare
2012 Core Set Rare
2011 Core Set Rare
2010 Core Set Rare

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