Halimar Depths

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Jace vs Vraska Common
Worldwake Common

Combos Browse all

Halimar Depths

Land

Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

: Add to your mana pool.

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Halimar Depths Discussion

PickleNutz on Strong Control Mill

2 days ago

Splashing black will dramatically increase the price of the deck, but it is the best way to play mill. One Glimpse the Unthinkable is between 25-35 dollars. Then the dual/fetch lands are all pricy too. Depending on your budget, it is the best way to play mill. I don't recommend Mesmeric Orb personally though. It's a two cost that has no direct rewards, typically Tome Scour and Glimpse the Unthinkable outpace it, and with Hedron Crab by turn three you could have milled 18 cards. With Mesmeric Orb at turn three, played on turn two, you will be between 7-10 cards milled. Mid to Late game, the card has very little staying power in modern. Artifact hate is very popular with Affinity decks being Tier 1 in the meta. Archive Trap is a two of, then you can use two Ghost Quarter. Archive Traps utility only comes from an opponent searching their library. In modern, most decks have fetch lands, which search the deck, and ghost quarter is less reliable. So running four Archive Traps isn't always wise.

Thing in the Ice  Flip is a okay, but it's subject to removal. So most often, it won't stay on the board long. Finding Defenders with Hexproof is a better route. Fatal Push, Doomblade, Path to Exile, and other common removal spells can all take Thing in the Ice  Flip off the board, and they're very common in the format. Terminate, Abrupt Decay, Thoughtseize, and other cards are more removal examples.

Jace's Phantasm is superior to Cryptic Serpent in this deck archetype.

Halimar Depths enters tapped and only provides a Scry 3 ability. You would be better off with just a normal land because the speed of mill is what makes it inherently weaker than other deck types.

I would focus on a play set of cheap defenders with hexproof, Cloudform is an option. If you play Black and Blue Lazav, Dimir Mastermind is a good option. Lord of the Unreal in a mono Blue deck could make your Jace's Phantasm hexproof, so a flying 5/5 with Hexproof.

There's a lot of options, it's all really up to you. You could skip creatures altogether and include bounce spells in your deck to control the board, then focus entirely on mill. I wouldn't cut Hedron Crab though.

Arkyllar on Strong Control Mill

3 days ago

PickleNutz you,re advice is great, thanks!

But I have a question, about this combo with Archive Trap, how many copies of that Instant should I have in deck? Cause if someone will be caught on it, won't search library again cause there is ''may search'' in Ghost Quarter so it will work just once : P

And do you think that I should stay with Thing in the Ice  Flip and Cryptic Serpent? And Halimar Depths?

I will try to edit this deck with your advice.

AllhydeNoJekyll on Chancellor Palpatine

4 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

clayperce on Bounce Lands

1 week ago

I could also imagine some synergy with Lands that have ETB effects (e.g., Halimar Depths, Temple of Epiphany, Sejiri Refuge, Khalni Garden)

jimmynitos on I don't usually lose, but when I do, I win [TL].

1 week ago

I'll surely look for Displacement Wave, thanks! About the lands, I'm thinking of remove Halimar Depths for another Island, some cards are double or triple costed, so have lands that enter untapped is essencial in some matchups. Both lands you've listed are in the EDH version of this deck :)

Billy_Loper27 on Mono Blue Energy

2 weeks ago

Pretty good deck. You could replace Cancel with Counterspell. Maybe include Shielded Aether Thief. Maybe add 2-4 Halimar Depths to help you get Aethersquall Ancient a bit faster.

Overall pretty good deck for a more budget build.

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