Drowned Catacomb

Legality

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 (AC2) 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

Land

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

XLN

AC2

M13

Ebay

Recent Decks

Drowned Catacomb Discussion

enpc on Vorosh

1 week ago

They tap for 2 mana yes, but I wouldn't count them as two. There's a bit of adisconnect between number of sources and total produced maan, but that's a lot more complicated of a conversation. the important thing is that they techincally count for zero by themselves, as you can't play them as your only lands (they bounce themselves).

As for lands to play (within a budghet of course), Command Tower, Mana Confluence and City of Brass all tap for any mana colour you need. Exotic Orchard can also help out and Forbidden Orchard isn't bad either as your primary source of damage has flying. Hinterland Harbor and Drowned Catacomb finishes off your check land cycle (which are good), you have pain lands like Yavimaya Coast, Llanowar Wastes and Underground River. That being said, don't feel like you have to run the full cycle of a land. I would persoanlly run the full cycle of shocks and check lands, but would be reluctant to run all 3 temples.

Given that you have minimal land search ramp, I wouldn't increase the number of basics you have by too much, however you could up your total basic count by 6 (2 of each) if you included more basic land searching. You also have the Panoramas (Grixis Panorama, Jund Panorama, Esper Panorama, Bant Panorama) which gives you colourless the turn you play it, but you can later crack it for a basic.

As for ramp, Chromatic Lantern is good fixing. Nature's Lore and Farseek are both good as they can fetch shocklands. Cultivate and Kodama's Reach are both decent, as is Rampant Growth. you also have the signets (Golgari Signet, Simic Signet, Dimir Signet) as well as Talisman of Dominance and Fellwar Stone.

Agusdakilla on Naban Standard

3 weeks ago

First of all, if youre trying to play only Wizards with enters-the-battlefield abilities, Dreamstealer wont be of any use to you. You could try replacing it with 2 Naru Meha, Master Wizard and a few card draw spells to help you find your Naban, Dean of Iterations faster. Opt and Hieroglyphic Illumination are both good, you should check and see which suits you the most.

If youre playing on a budget, ignore everything I am about to say.

That said, the first thing you should do is optimize your land base. Take out the Evolving Wilds and Submerged Boneyards and put in Fetid Pools and Drowned Catacombs, and youll be good to go. Then, you could optimize your removal by putting in Fatal Push and maybe Vraska's Contempt, if you feel that you need it.

Good luck, I hope my advice helped you a bit!

Atrabilogie on {U/W} Control

3 weeks ago

Also, I doubt that this could be an option but I know an interesting card that can synergise well with this deck.

Momentary Blink

It can be used to trigger Torrential Gearhulk and Reflector Mage abilities.

This Momentary Blink can actually be a counterspell through Torrential Gearhulk, if you choose Unwind or Rewind, it actually untaps more lands than you've used. That's very helpful to cast a full powered Sphinx's Revelation at your opponent's endphase.

I'm new here so let me just relink you correctly my decklist :

3 Teferi, Mage of Zhalfir

1 Skeletal Vampire

1 Dralnu, Lich Lord

2 Dreadship Reef

1 Underground River

3 Dimir Aqueduct

9 Island

2 Swamp

3 Desert

3 Drowned Catacomb

4 Rune Snag

3 Spell Snare

4 Rewind

4 Think Twice

4 Mystical Teachings

1 Seize the Soul

3 Mana Leak

1 Cancel

4 Repeal

1 Cremate

1 Last Gasp

1 Sudden Death

SB:

3 Persecute

4 Deathmark

1 Slay

1 Seize the Soul

1 Trickbind

2 Moonlight Bargain

1 Spell Snare

1 Dreadship Reef

1 Darkblast

Things I added :

Damnation

Hero's Downfall

Wrexial, the Risen Deep (not very strong but cool card)

Venser, Shaper Savant

Blizerdman on Historic Combo

3 weeks ago

I have been play testing this deck and I love it. But I need to say this and I am going to say it bluntly. The land base sucks and I don't like the transformative sideboard. In the build that I have been testing I have cut the Evolving Wilds, one Yahenni, Undying Partisan and one Search for Azcanta  Flip for lands. Since white is basically a splash color I have been favoring the B/U dual lands. I added 3 Fetid Pools, 2 Irrigated Farmland, 1 Field of Ruin and 1 Concealed Courtyard and also changed the check-lands to 4 Drowned Catacomb, 2 Glacial Fortress and 1 Isolated Chapel.

As for the sideboard I have found 1 Raff Capashen, Ship's Mage and 2 Kambal, Consul of Allocation and invaluable against control. Sorcerous Spyglass and 2 Vraska's Contempt and good for The Scarab God decks. Finally I have been playing 2 Spell Pierce, 2 Seal Away and 3 Invoke the Divine which are generally useful. There are 2 flex slots left that I am still figuring out.

I am curious to know what you think.

Vazeal_Templari on Tetsuko, Opener Of Sewers

1 month ago

it looks real solid on paper, but in a playtest I noticed my hand getting bogged down hard with just rat after rat after rat, which can work if you don't have an opponent who runs anything to just hit everything for 1 and such which there are cards for or lots of counter spells themselves, and I feel you'll get bullied by a rougher aggro deck of the red or green variety. I would remove 2 Rat Colony for 14 so as not to get to bogged with them. Replace Fetid Pools with Drowned Catacomb it's strictly better in every possible sense. and then seeing as how everything is 1 mana devotion remove 1 Island and 1 Swamp as 20 mana will work plenty for a 60 card deck. I would use the remaining two slots to add more such as 2 more Opt or something to give you more removal or slow your opponent down for instance Damping Sphere to slow them down

tru13 on Standard Sultai Explore

1 month ago

Path of Discovery is too slow for this deck, Same with Tatyova, Benthic Druid. The mana cost early game and the fact that are dead cards in the hand for the first 3-4 turns due to wanting to get explore triggers going hinders the overall ability of the deck.

I decided to pursue 2 additional mana to the deck, namely 1 more island and 1 Drowned Catacomb putting the deck to 22 mana. I also removed the 1 Muldrotha, the Gravetide.

Bjornis on Tetsuko, Opener Of Sewers

1 month ago

Like your concept!

Seems like it would benefit from Drowned Catacomb seems like it should be in here over Cabal Stronghold which needs you to have 4 basic swamps before it nets you any mana surplus. Also Zhalfirin Void can help you filter to find Tetsuko.

Happy Brewing!

SeekerofSecrets on Abnormal Harmony

1 month ago

MelonGator I really like Shambling Vent, we really have an awful burn match up b/c of our mana base! I might drop a Drowned Catacomb for it

Load more