Shallow Grave


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirage (MIR) Rare

Combos Browse all

Shallow Grave


Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.

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Recent Decks

Shallow Grave Discussion

sylvannos on want advice for angel reanimator ...

3 weeks ago

I agree with the other posters in this thread: play black for Reanimate spells. You may not even need red if you play cards like Smallpox, Pox, Collective Brutality, and so on that make everyone discard cards.

So you play a Smallpox, discard a fat angel, then Animate Dead/Reanimate/Necromancy/Unburial Rites/Shallow Grave/Exhume the angel back into play.

SketchyScribbler on Mono-Black Storm Question

1 month ago

Hi there. I just have one question guys, say I have a Griselbrand in the grave but there are other cards above it that aren't creatures. If I cast Shallow Grave, does it fetch Griselbrand out like Goryo's Vengeance?

LeaPlath on I'll Kick You In The Shin cause' Got a Turn 3 Win

3 months ago

The goal is to put Magus into play, with some number of the "when a player discards/draws, take damage" spells and then wheel.

So what you are doing is a ton of stuff around that, which isn't refining or improving your combo. Currently your combo is weak to Graveyard hate, removal, stifle and counters. At the same time, your only way to put your Magus in the graveyard is to discard to hand size. So you aren't focused on the combo. Apprentice is also pretty awful. You have to play the card at sorcery speed, wait a full turn without it dying or your creature being exiled, then activate it. The benefit of that over Shallow Grave is you get a 1/1, which isn't relevant in Legacy any more, when there is a 1 mana 3/2 flyer, a 3/1 protection from player, 4/4 vigilance lifelinker, 7/7 lifelinking yawgmoths will and the various trinisphere cards running around.

If you want to be a combo-reanimator deck in the vein of Tinfins, focus on that with discard, better/faster reanimate spells and fast mana, so you can go into the combo, wheel, play some fast mana like Lotus Petal, Cabal Ritual and Dark Ritual, so you can do it again or play more Lilianas etc. If you want to be a wheel combo deck. Focus on that, with cards that let you sculpt the perfect hand and protect the combo, then drop and tap the Magus at instant speed.

Like I said, right now you have reanimator stuff without the enablers, and stuff you have for the combo is diluted by too many lands, and bad spells and a second deck that doesn't need to be there.

LeaPlath on I'll Kick You In The Shin cause' Got a Turn 3 Win

3 months ago

Still some major issues.

So first up, you want redundancy. So Megrim seems a must.

Secondly, too many lands. You don't need 31 lands in this sort of deck. Infact, there could be an arguement for more fast mana, like Lotus Petal and shaving some land.

Thirdly, your combo involves playing and protecting a necromancer to reanimate your Magus. And that is bad because it means you might as well just play Magus out as normal. You also have no consistent ways to discard it. Shallow Grave is better than Apprentice. Corpse Dance is also an option.

For self discard, Thoughtseize, Cabal Therapy are both pretty solid, as is Collective Brutality. They also let you protect your combo. Some reanimator decks play Careful Consideration too.

spinewall on Eureka! It's Damia - Let's do some math!

4 months ago

@MrTom, hah, I see that now. Yeah, cheap/not cheap. Damia, has been occasionally taking some removal, but it hasn't been terrible in my play group so far. I probably could do with a few more "blocks" in there.

@Swamy, If that happens, or if I can't seem to stack my hand well enough, then I try to fall back on dumping the creatures in the graveyard and reviving them from there with things like Shallow Grave, Animate Dead, Ever After, etc.

@Spooky, I agree, the mana base can certainly be improved. I don't have a Tropical Island at the moment to complete the dual cycle, but I agree I should really take out the slow-lands and replace with non-tap stuff like Ancient Tomb or more fetches. Thanks for the tips.

VraskaTheCursed on Help finding a Pseudo-Competitive List ...

4 months ago

I'd say dedicated self-mill cards are kinda counter-productive. I'd say running Reanimate, Shallow Grave, Victimize, Exhume, Stitch Together, Dark Ritual, Simian Spirit Guide and Mulldrifter would increase the power level. Unfortunately, running super efficient graveyard hate like Grafdigger's Cage isn't an option in this deck, so Leyline of the Void and Nihil Spellbomb are your best options.

From what I can tell, you could use more interaction, as well. Damnation, Counterspell, Disallow, Toxic Deluge, Blasphemous Act, and Hero's Downfall are good adds. Phyrexian Arena, Dark Petition, Gray Merchant of Asphodel, and Sidisi, Undead Vizier are also musts in a black deck.

As for cuts, Traumatize, Perpetual Timepiece, Whispering Madness, Darkblast, Hour of Eternity, and Morality Shift are what come to mind. Cutting 1 or 2 lands wouldn't hurt either.

Hope this helps. Good luck.

es0p0s on Budget grisel otk

4 months ago

Funny that. I was actually aware of the existence of Shallow Grave beforehand but i never ogt to put it in the maybeboard for the upgrades. The other suggestions are also useful as i see. If you want you can link here in the comments the decklist so i can see what you mean as im not aware of that version.

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