Overgrown Tomb

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Overgrown Tomb

Land — Swamp Forest

(: Gain or .)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Overgrown Tomb enters the battlefield tapped.

Overgrown Tomb Discussion

SideBae on Yarok, but I'm Paper

1 week ago

I mean, I'm surprised no one mentioned any cantrips yet... Ponder and Preordain are pretty easily two of the best cards in EDH (there's a reason they're banned in Modern), so I think you should stick them in there. multimedia's suggestion of a Flash line is a good plan, and adding the cantrips can help you find it (or whatever combo). Since you're not running fetchlands, I don't think Brainstorm is a good idea. If you do run things like Polluted Delta , it gets REALLY good.

I would also like to point out that, being as creature heavy as you are, you may have trouble with boardwipes. I think you should consider backup cards, like Living Death or Heroic Intervention , since they'll let you survive if you get hit with a Toxic Deluge or Supreme Verdict .

I like that you're running Deathrite Shaman and Birds of Paradise , but you should run some other dorks as well. Arbor Elf is good, especially with duals like your Overgrown Tomb . I'm also a big fan of Elves of Deep Shadow or the classical-era Fyndhorn Elves / Llanowar Elves / Elvish Mystic . Running dorks gets your general down that much faster, meaning your deck overall becomes exponentially more powerful.

If you run the dorks, you can cut cards like Chromatic Lantern in order to make Collector Ouphe viable. Collector Ouphe is a brutal card, especially since you can find it off of your Green Sun's Zenith .

You're running a lot of basics for a tri-color deck without Back to Basics or Blood Moon . There're some cards you may want to look into, like Mana Confluence , City of Brass , Reflecting Pool ... These'll smooth out your mana nicely.

Efficient counterspells can help protect your general and slow down your opponents. I suggest considering some of the following: Spell Snare , Spell Pierce , Delay , Dispel , Swan Song , Veil of Summer , Narset's Reversal or even Mental Misstep , depending upon your meta.

cyeRunner on Nobody expects the Kozileks Inqusition - BG Infect

1 week ago

match_lighter: Thank you for your appreciation :)
For the manabase: the next plan is to go +2 Fetchlands, -1x Forest , -1x Snow-Covered Swamp . Since Forest and Overgrown Tomb are both fetchable with the "Forest"-keyword I can go for the budget version of Verdant Catacombs : Wooded Foothills / Windswept Heath .
The only reason to run Snow-Covered Swamp is against Blood Moon , which is not played very much, also i'd need a full playset of Verdant Catacombs to fetch is consistently. So neither my budget allows it nor have I the requirements by the Meta to play it.
(It allows me to play Inquisition of Kozilek and Plague Stinger , otherwise I would use the to animate Inkmoth Nexus ).
Regarding Pendelhaven : I upgraded to 2 last week and need to playtest. You increase the consistency of drawing it but also run the risk of beeing stuck with one on the field and one in hand. Need to see how the playtests go and then I'll decide if I go down to 1 again. 3 seems an overkill to me.
I never thought of using Surgical Extraction in such a matter, it seems like a good idea. Maybe I can borrow the card or proxy it for playtests, but currently it is out of my budget.

daameon on Windgrace's Surge

2 weeks ago

RNR_Gaming I'm going to try out your suggestions along with the other cards in the maybe board now. Blood Crypt | Cabal Coffers | Crop Rotation | Dakmor Salvage | Demonic Tutor | Hour of Promise | Kessig Wolf Run | Overgrown Tomb | Skirge Familiar | Slippery Karst | Ulamog, the Infinite Gyre | Urborg, Tomb of Yawgmoth | Volrath's Stronghold

Waiting on them to arrive now and haven't decided what to swap yet. We've only played the deck a few times but it feels inconsistent and like there's not enough removal so far.

GamingInTheDark on B/G Fun with deathtouch (3-1 at FNM)

3 weeks ago

I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.

To get the obvious thing out of the way I think you should improve the mana base ever so slightly. Just throw in some Overgrown Tomb and maybe a set of Woodland Cemetery and call it a day.

I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.

I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .

Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.

Would also take out the Majestic Myriarch and throw in a copy of Blossoming Defense to round out your playset and make fighting removal based decks easier.

Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).

multimedia on Which ramp is better? Help

3 weeks ago

As others have said already, Farhaven is a creature which is good with blink ( Cloudshift ), bounce ( Temur Sabertooth ) and draw that's specific to creatures ( Guardian Project ). There's more tutors that can tutor for a creature than for an instant and creatures are easier to recur or reanimate than other spells.

If comparing the ramp value between Farhaven and Spasm than Spasm gives you more because you get double the ramp for three mana. Both give you a basic land on the battlefield and a 1/1 creature afterwards, but the 1/1 creature from Spasm can be saced to make mana which for ramp is better than Farhaven.

If we are comparing three mana ramp creatures to other three mana spells than Wood Elves is better than both, especially if playing multicolored deck, but also if playing mono green. Wood Elves can get a Forest or a Forest dual land ( Overgrown Tomb ) and put in onto the battlefield untapped. This means the Forest or dual land can be used for mana the turn you get it which is very good. Being able to ramp with a Forest dual land ( Cinder Glade ) is much better than ramping with a basic land.

An example of why getting a Forest or Forest dual land as ramp and having it put onto the battlefield untapped is good is being able to have that one mana available for a removal spell on an opponent's turn such as Nature's Claim or be able to tutor before your next turn such as Worldly Tutor . Another example is being able to play a one drop mana dork ( Birds of Paradise ) on your turn which is more ramp. These are plays you could make with three mana Wood Elves that you couldn't do if you played either Spasm of Farhaven.

Wood Elves , Nature's Lore and Farseek are three ramp spells that can get a dual land. They can ramp and are better color fixing (two colors from the land you get). Depending on lands in your manabase these spells should replace some land ramp spells that only get basic lands.

RJGiel on Legends of the Abzan

1 month ago

Lugiafan123, it depends on your manabase. I prefer to run more non-basic lands that have the basic land type, such as Scattered Groves , Canopy Vista , as well as the shocklands such as Temple Garden . Because these lands have the basic land type, you can run cards like Nature's Lore , Skyshroud Claim , and Farseek . While it might look like these cards are the same as Rampant Growth , they are actually a lot better! They don't say that you have to find basic lands. Take Nature's Lore for instance, it says that you need to find a forest card, it just so happens that Scattered Groves is a forest card as well. To take it a step further; Nature's Lore and Skyshroud Claim don't say these lands enter tapped, so a Skyshroud Claim could find you a Overgrown Tomb and Temple Garden untapped, if you pay 4 life. This is in my opinion the best way to ramp and fix your colors.

nCrPuppet on

1 month ago

Looking to fit Reanimate into the deck. Have Twilight Prophet , Overgrown Tomb , Praetor's Grasp , Yahenni, Undying Partisan , Grim Haruspex , Riftsweeper , Pernicious Deed , and Westvale Abbey  Flip on the way. With the group I play with we don't do combo or a lot of land destruction so I have tried to tune it as best I can without those elements.

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Overgrown Tomb occurrence in decks from the last year

Standard:

All decks: 0.64%

Golgari: 7.46%

Modern:

All decks: 0.55%

Golgari: 6.11%

Commander / EDH:

All decks: 0.17%

Golgari: 1.06%

BRG (Jund): 2.36%

BGW (Abzan, Junk): 4.71%

BUG (Sultai): 2.0%