Nephalia Drownyard

Legality

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

Printings View all

Set Rarity
Innistrad Rare

Combos Browse all

Nephalia Drownyard

Land

T: Add 1 to your mana pool.

1UB, T: Target player puts the top three cards of his or her library into his or her graveyard.

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Nephalia Drownyard Discussion

Mkvenner on Cockblocker unblockables

4 days ago

I understand what you're trying to do but the deck isn't very efficient at the moment.

You have almost the same amount of equipment as you do creatures. This is bad because it will lead to you drawing equipment and have no creature to equip it too.

Fog Bank is terrible because it dies to every burn and removal spell and does very little. In the same sense so are the other creatures Invisible Stalker. Student of Warfare is the worst imo. You spend 3 mana for a 3/3 and it dies to Lightning Bolt. Even if you play it on T1 and pump it twice on T2, it will most likely die. All the other creature decks will outclass it or remove it. You'll loose a ton of tempo.Wall of Omens is better over fogbank, because it survives bolt and replaces itself.Geist of Saint Traft is also a great creature to play as a 1-2 of.

I feel you should remove a lot of equipment and replace them with cantrips such as serum visions and more control elements. More remand & paths or similar.

By doing this you allow your deck to control the board more and sift through your deck. Play 1-2 copies of Runechanter's Pike and all of a sudden you have a 2 turn clock on your invisible stalker.If you're going this route, you could splash black and add some discard or some spot removal. This also gives you the option of playing a Nephalia Drownyard as a second win con if they removal all your creatures.

Angels Grace & Dawn charm should go too. Both kinda do the same thing. But the problem with these types of cards, is that if you're losing and you cast this. You basically stop yourself from losing but your are STILL losing. The board state hasn't changed in your favor and most likely you will just loose anyway next turn. It can pull a sneaky win maybe once if your opp alpha swings and leaves no blockers but since you're focusing on unblockable creatures, it kinda doesn't work well at all.

Triton on Gisa and Geralf Git Gud

1 month ago

Here's some cards to consider:

Another tip for looking for ideas is also looking at Sidisi, Brood Tyrant lists, just remember to take out the green.

Hope this helps!

Kjartan on mill mill mill

1 month ago

Thought Scour, Shelldock Isle and Nephalia Drownyard are all cheap and effective.

Mesmeric Orb, Visions of Beyond and Archive Trap are a little more expensive but very good.

Snapcaster Mage is down right expensive, but very, very good.

GeminiSpartanX on HuMilliation

2 months ago

You'll never be at the point in the game where you'll be activating 2 Nephalia Drownyards in the same turn. Id either remove them completely or go down to 1 copy. I'd replace those, some basics and the Crumbling Necropolis with some Polluted Deltas (to activate Crabs more times), Watery Graves and/or Darkslick Shores. If you are able to add fetchlands, Manic Scribe becomes a good source of repeatable mill instead of the Wights or the 5 cmc creatures. I'd also try to finish the sets of Breaking / Entering, Archive Trap, and Mind Funeral (you wouldn't play a burn deck without sets of all 4 of the various bolts, would you? ;)

zandl on Modern UB Mill

2 months ago

I don't even think you need Urborg. Your mana-fixing should be just fine without it and potentially fixing your opponent's lands may doom you in certain matchups, especially if most of their normal black sources have been milled already.

I could see one or two copies of Nephalia Drownyard in here, just as an effect to sink your mana into if your opponent passes with you needing to tap out. Another Oboro, maybe? The synergy is great Hedron Crab.

Beyond all this, how is Manic Scribe? Delirium seems like it may be a bit tough to achieve sometimes.

FaceClaimer on Phenax

2 months ago

I noticed a large number of the cards in here currently have synergy with the opposing graveyard (such as Wight of Precinct Six and Guiltfeeder). While most of these types of cards are powerful in this strategy, i'd recommend cutting some of these types of cards for some cards that prevent your opponents from going ham on offense (defenders are good at this already, yes, but maybe there could be more defensive cards). the first one's i'd cut are Wight of Precinct Six, Guiltfeeder, Hover Barrier, Junktroller, Decree of Silence, Wall of Air, Disperse, Whip of Erebos, Jace's Phantasm, Baleful Strix, Mind Funeral. I would also add in some nonbasic lands with helpful effects if you get the chance and swap out some of those islands and swamps.

Potential Replacement cards I'd recommend:

Echoing Truth, Wall of Souls, Crawlspace, AEtherspouts, Hedron Crab, Silent Arbiter, Lim-Dul's Vault, Dissipation Field, Thousand-Year Elixir, Extract/Praetor's Grasp/Psychic Intrusion, Acquire/Bribery, Sphinx's Tutelage/Jace's Erasure, Nephalia Drownyard, Reliquary Tower and Archfiend of Depravity all have their respective uses for controlling enemy board state, fixing your draws, fetching the proper answers and providing uses for your mana at all stages of the game.

DemonDragonJ on New Legendary Lands

3 months ago

MindAblaze, I completely forgot about Nephalia Drownyard, so perhaps my land with the same effect is redundant.

How can I balance the lands? Should I make the abilities of the first two have fixed values, rather than being variable? Should I increase the cost of the second ability of Tower of Rubble?

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