Overgrown Tomb

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.

Browse Alters View at Gatherer


Have (3) rockleemyhero , Azdranax , PostContact
Want (11) Cyas676 , metalmagic , Grimsh , alecarzel , HerrPotkuri , OmegaTitan , armedpp , jordoncl , double051 , JackS22587 , andimtg

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


Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Standard Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Noble Legal
Legacy Legal
Tiny Leaders Legal

Overgrown Tomb occurrence in decks from the last year


All decks: 0.64%

Golgari: 7.46%


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%

Overgrown Tomb Discussion

Balaam__ on Interdimensional Initiative

1 day ago

Interesting idea, haven’t seen this often. Nice build. Unless budget is the concern, Breeding Pool and Overgrown Tomb are going to enable faster play than Hinterland Harbor and Woodland Cemetery.

Decidares on Return Of The Ur-Dragon: A Budget Dragon Primer

5 days ago

Thanks so much for the positive feedback, JRaynor! I'm glad to hear that you are enjoying your time with The Ur-Dragon.

One of the next things I need to do is get upgrade the land base, but it's a relatively big investment for me and this deck which I am trying to keep at least somewhat budget friendly. To this end, I am considering a compromise by only adding the green shock lands (Breeding Pool, Overgrown Tomb, Stomping Ground, Temple Garden) and subbing out some basic land ramp for forest ramp spells (e.g. Nature's Lore, Skyshroud Claim).

Let me know if anything, and happy hunting!

dingusdingo on Lands choice

6 days ago

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

Balaam__ on Down With the devil

1 week ago

Nice build. I’d recommend Verdant Catacombs and/or Overgrown Tomb over Blooming Marsh and Woodland Cemetery. The life point ping(s) are easily offset by other cards you’ve already included, and the added deck thinning of the fetchlands helps with mid-late game draws.

golgarigirl on Meren, The Grave Walker

2 weeks ago

There are some non-budget upgrades you could make if you're looking to go all-in on the deck, but these are just generically good Golgari things... Abrupt Decay and Assassin's Trophy are top-tier removal, extra tutors if you want to lean on your combos like Demonic Tutor, Entomb, and Diabolic Intent, and smoothing out the manabase with fetches, Overgrown Tomb, and Phyrexian Tower. I think multimedia handled a lot of the cheaper upgrades above.

Daedalus19876 on Hapatatra test

2 weeks ago

Golgari Rot Farm, Hissing Quagmire, Jungle Hollow, Khalni Garden, Oran-Rief, the Vastwood, and Temple of Malady would be immediate cuts from me. I'd run things like City of Brass, Mana Confluence, Overgrown Tomb, Forbidden Orchard, and fetches instead (if you can afford them).

Balaam__ on Infested

2 weeks ago

Nice build. Much better than my own first deck.

A very easy way to instantly improve the quality and consistency of this would be to swap out some lands for a playset of either Verdant Catacombs and/or Overgrown Tomb. This will go a long way toward ensuring that you always have the appropriate mana you’d need on a given turn.

The only downside is that fetchlands and shocklands can be a bit on the pricey side. You may want to finalize everything else about the deck before going all in with the lands.

multimedia on Lernaea's children

1 month ago

Hey, the manabase could use some improvements. You have Bayou, Tropical, Cavern and the Filter lands which are all great. Why also 18x basic lands? Consider more dual lands?

The least expensive Fetch lands: Windswept, Bloodstained and Strand can search for one of Bayou, Tropical, Zagoth or a Shock land: Overgrown, Watery, Pool. This color fixing from Fetch lands as well as more Rainbow lands especially Command Tower can help your deck.

Load more