Entomb

Legality

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

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations Common
Amonkhet Mythic Rare
Eternal Masters Rare
Premium Deck Series: Graveborn Rare
Odyssey Rare
Promo Set Rare

Combos Browse all

Entomb

Instant

Search your library for a card and put that card into your graveyard. Then shuffle your library.

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Entomb Discussion

mentor6 on cEDH Queen Marchesa Stax

2 hours ago

I'd either add Entomb for void winnower. Or just replace it with Sanctum Prelate

liquid_water on Inalla Prototype

15 hours ago

If you are interested in something a little more combo-centric though, you could try the following (which I plan on testing at some point):

Entomb a Fatestitcher, unearth and copy it. Play Mesmeric Orb and use the two Fatestitchers to continually untap each other to mill yourself out, including milling Laboratory Maniac, Dread Return, Narcomoeba, Snapcaster Mage, bloodline necromancer , and Gitaxian Probe Use the final Fatestitcher trigger to untap a land, then sac the two Fatestitchers and the Narcomoeba to Dread Return the Bloodline Necromancer and copy it. Bring back Labman and Snapcaster. Use Snapcaster to flashback the Probe for GG. It does require a few cards that are independently weak like the Narcomoeba and Emtomb, but the combo requires only 2 cards and 5 mana to perform.

thegigibeast on Ram Jam

17 hours ago

Well, I personnaly think all the kobolds are dead cards and are useless outside the combo. If you can't go for your combo, what is your actual win condition? I mean, in the version I described you you could always Entomb+ Reanimatea Void Winnower or Sire Of Insanity, which can be enough to win you the game sometimes...

I would also go with hatebears and the likes of Magus of the Moon, Harsh Mentorand similar creatures to get in the damage you need. I mean, it would let us deal damage to cast our commander (there is always someone open in cEDH), and they would not be dead after, being able to stop a lot of combos (like Scepter, Thrasios, Bomberman... Anything requiring activation) and slow down the game a lot. I think this would be even better and we could forget about the pingers that would now be unnecessary, because we would find our source of damage right there.

Please tell me how fast you goldfish, and also tell me what you would do outside your Kobolds plan, as I don't think this plan is worth it, including way too many dead cards in the deck.

thegigibeast on Ram Jam

18 hours ago

Ok, so you have some interesting choices here, but to better suit the deck for cEDH, I think you may want to refocus it on being a combo/reanimator deck. One of the win line would still be to kill the table through a high sotrm count using either Ancestral Statue or Cloudstone Curio + eldrazis, but I think it should not be played as a storm deck, it should be played more like a combo/reanimator. That way, if you can't combo, you will still have some relevant targets to reanimate and some nice things to do.

Also, for this combo, I have found some interesting synergies that could help you tutor it pretty easily: Demonic Consultation/Tainted Pact(For this one we would need to rework the landbase). You also need to have Eternal Scourge in your deck as one of the eldrazi. The idea is to use one of the exile tutor to get Cloudstone Curio. This way, you have a lot of chance to put Scourge in exile, and with any other eldrazi either in your hand or on the battlefield already, you can storm/win on the spot. It is even better if you have an eldrazi with an actual cast effect that can win the game (Oblivion Sowerbeing the cheapest CMC wise at 6).

For the Ancestral Statuecombo, I think Nettle Droneis really nice. It would let us kill the entire table, and the Drone is not dead outside the combo: it would ease us into casting our commander, and it would later help reducing the mana cost of creatures we want to cast by 3. Even if they are less powerful, I would consider other pingers like Thermo-Alchemist (nice things to do is tapping him -> tutor a creature which untaps him-> tap him again for a total reduction of 6, enough for the Cloudstone combo above), Shepherd of Rot, Lobber Crew. Maybe also Heartless Hidetsugu, but it costs more mana, and I never tested it.

As for the reanimator part I talked about, I think it would synergize well with the combo aspect. We already need to draw a lot, so a lot of cards would go to the graveyard, and there are a lot of wheel effects in cEDH to help refill hands (not only from us but opponents also) like Wheel of Fortune. This could be ussed to put a lot of creatures in the graveyard. You could then reanimate them, stuff like Void Winnower, Sire Of Insanity are some really good reanimation targets in rakdos. We can run spells like Animate Dead, Reanimate, Dance of the Dead, Necromancy...

Going the reanimation route would let us cheat big eldrazis for the combo to work easier, if they ever die/get countered we have easier access to them. We could also even try a Buried Alive/Entomb combo with something in the likes of Necrotic Ooze + Kiki-Jiki, Mirror Breaker + Mogg Fanatic and something to give Ooze haste (like Anger in the graveyard). This could be a backup win condition that can be assembled easily by a single tutor, which is not to overlook.

Panas on padawan need help

1 day ago

It is an archetype where you put things in your graveyard through effects such as Entomb, with sole purpose of reanimating them (the namesake card being Reanimate). It is a very potent tactic that "cheats" things into play much earlier than normal.

GreenGhost on Kess the Meteorologist

2 days ago

Thoughts on Entomb? Seems pretty good as a 1 mana instant tutor for this deck provided you have your commander out.

Jamminmagician on Brass in Pocket

5 days ago

I know cavern harpy can bounce mairsil "as many times as you want" but why not just play Shrieking Drake so you need less mana to bounce mairsil the same turn you play them the first time?
Definitely needs more tutors, if you're going to run demonic and buried alive you should definitely play Entomb, Vampiric Tutor, and maybe a multi-tutor like Demonic Collusion which synergizes somewhat with caging graveyard targets?
If you are playing Heartless Hidetsugu as a line of play you need to have a damage doubler that is opponent-specific which I can't find, maybe I'm blind?I wouldn't bother with effects like Magus of the Jar that require you both to have haste on field and sacrifice the creature in order to get immediate value. You aren't profitting from discard or draw directly and it feels like you can play something with a more consistent effect that represents a better target for Mairsil.
You have access to blue so swap Heartstone for Training GroundsAlso definitely think you need to go easier on the colourless ramp, your spells just don't cost that much and you could use more colour fixing since you're limited in terms of rampability. I find Khalni Gem is great for non-green colour combinations since you get your mana back right away AND it keeps your land-drops consistent. AS a mairsil target it can also give you blue mana for many of your activated abilities like knacksaw clique, which you must be aware goes infinite since I see you have quicksilver elementalMaybe you could write a primer explaining the various combos and synergies you're going for? I think some of them are weak lines of play you should cut for interactivity with your opponents instead.
Would also recommend trying to have at least one or two value backup plans that don't need your commander to resolve in order to win, especially since Mairsil requires quite a bit of setup to be a game-ender.

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