Shallow Grave

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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Set Rarity
Mirage (MIR) Rare

Combos Browse all


Format Legality
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Shallow Grave Discussion

Dango on Tinybones Undertale

4 months ago

Thank you folks for your comments and suggestions! I'll be addressing both of you and each of your suggestions in order of appearance within this message for the sake of being concise.

theseax After much playtesting, I have made the seemingly controversial decision of cutting Cabal Coffers and Urborg, Tomb of Yawgmoth from the list. The pairing itself was a little too cute for my liking as I could never consistently boot it. Even then, on its own, Cabal Coffers requires three other land drops, specifically being swamps in order to net any sort of valuable return from it. Since the mindset of this deck is rather all-in, it often wants to pressure a win between turns 3 and 5, so I've personally opted in favor of a more consistent manabase by dropping the pair. As such, Manascape Refractor probably isn't for this deck I'm afraid. It sort of faces the same issue I had with running Urborg, making it rather dead outside of being used in conjunction with Coffers, especially since I wasn't on Mana Web either.

Meessee Chain of Smog is interesting, but I feel like it could often backfire onto me rather than being a comparable mass discard outlet. Arterial Flow seems solid, although I'm tending to favor permanents like Necrogen Mists and Bottomless Pit that can continuously accrue and churn out card advantage for me in the presence of Tinybones while disrupting my opponents. Tasigur's Cruelty is a rather high top end in the presence of Dark Confidant when I'm already running a risky top end on my curve with him.

Since I'm on Shadowbag, I greatly value the cleanup step at the end of my turn to serve as a sort of discard outlet in case I don't have Skirge Familiar or Zombie Infestation in play to do it for me. Anvil of Bogardan is probably not for my list.

Plain and simple, I like Karn, the Great Creator. Will consider.

For Geier Reach Sanitarium, I think my playgroup is going to appreciate me giving them looting effects a little too much, so I'm going to have to pass on that. I'm also not a huge fan of how Nezumi Shortfang  Flip targets a single player and I don't get to see their hand and choose which card they discard.

I don't feel as though I have enough creatures to sacrifice consistently to Contamination in order to keep that sort of effect around, and through a similar vein, Infernal Darkness becomes heavily taxing on me with its cumulative upkeep trigger. I want the stax pieces I'm running to not heavily impact my lines of play while also being able to stick on the board once they resolve without any sort of maintenance conditions associated with them if that makes sense.

Conqueror's Flail is a little too dicey to run in my opinion. It's a bit expensive to boot for a Grand Abolisher effect, and I'm often sacrificing creatures on my board to Razaketh or fast mana outlets so that would be an added layer to play around and pay attention to. I like Defense Grid in here though, considering in conjunction with Shimmer Myr I could play it as a sort of interruption at instant speed to protect my combo from folding to interaction. It's just one of those cards that I should only play when I think I'm going to win and not play it just because I have to mana open to play it. The table often relies on interaction so I could otherwise kingmake if I'm not careful about it. Lastly, Boseiju, Who Shelters All probably won't get enough traction in this deck considering most of my instants and sorceries are either tutors or disruption. A protected Goryo's Vengeance or Shallow Grave would be nice, but if I was on more impactful instants like Ad Nauseam my answer might be a bit different.

Hope I addressed everything fully. Thanks again!

griffstick on Best way to cast Ulamog, …

5 months ago

Yea, I really like this. Theres enough spells to do this for super cheap. Imagine pulling this off on turn 3. Discard Ulamog, the Infinite Gyre, shuffle trigger on the stack. Cast Shallow Grave, it resolves. Go to combat, swing, trigger annihilator 4. Lol the defending player might have exactly 4 permanents. That can shut a player out of the game very early. Pretty strong.

GhostChieftain on Best way to cast Ulamog, …

5 months ago

Goryo's Vengeance Corpse Dance Makeshift Mannequin Shallow Grave Necromancy can all do it. Out of these, the only one I would actually suggest playing is Necromancy but not at all because it could reanimate ulamog

CaptainToll on Best way to cast Ulamog, …

5 months ago

Imagine getting your Ulamog, the Infinite Gyre into your graveyard, as you would like, to reanimate him. The bottom clause of the card makes you immediatly put a trigger onto the stack to shuffle the big boy back into your library. They designed this by choice to not make them easily reanimatable. Back to the stack: trigger to shuffle him back into the library on the stack, you only now would have the chance to reanimate him with something like Shallow Grave, as otherwise the next time you could cast the common reanimation spells as Reanimate or Animate Dead, you would not have Ulamog, the Infinite Gyre in your graveyard anymore. Conclusion: there are serious hoops to jump through to make you be able to reanimate the biggest eldrazi. p.s.: sorry for grammar

Spirits on Kaalia, Mirror Breaker cEDH

6 months ago

Hi LordKunai,

Thanks for the comments. Open the Armory is great, has a lot more modular, I'll re-evaluate, it's almost a mini-tutor. The Steelshaper's Gift is good because it's T1 going toward a Razaketh, the Foulblooded line. I've been thinking about abandoning the damage line completely, but Lightning Greaves would still stay. CMC2 is the wrong turn in a 3-4 turn game, but might improve T5.

Victimize too slow for sure, would need to have way more Surveil or graveyard filing. It can replace Reanimate in to start the Kiki-Resto line, but don't need that much recursion, when it could be a dead draw later. Also, needs a resolved creature in as well as the creatures in the graveyard. Too conditional to be consistent T3. And because they enter tapped, other than Razaketh, the Foulblooded, it's not great outside of the Kiki-Resto. Open the Armory probably better in that spot to pull the Animate Dead.

Shallow Grave is good too. Similar to Corpse Dance have to stack properly, but it's a good card at CMC2. I have too much recursion / unburial as it is, might cut 1 inevitably, but it's quite good. In more of a reanimator based model, would be even better. Exactly what you're thinking, too much redundancy on the unburial, and not an unburial-centric build, definitely combo deck.

Thanks, Ruffigan, I'll update the list, that would be one crazy cEDH that's gone off the rails with Kiki-Jiki, Mirror Breaker and Worldgorger Dragon lines in, but a good to know, similarly to the Instant unburials like Necromancy can save a game state in response to something crazy.

Thanks for all the great feedback.

LordKunai on Kaalia, Mirror Breaker cEDH

6 months ago

Hey Spirits,

I was also wondering what your thoughts were on Shallow Grave? Or do you think it's too redundant?

Ragnarok on Black Hole Son [[Primer]]

9 months ago

Dakhma: While K’rrik can help us cast things for free, having spells that bring things back from the grave directly means that our opponents only have one round of priority to interact with us, otherwise they can respond to activating Reclamation and casting the creature from hand. I would sooner run Shallow Grave.

Spirits on Kaalia, Mirror Breaker cEDH

9 months ago

Hi uninvited,

Didn't get any games in this weekend, plus trying to make a plan for Thassa's Oracle , not going to be able to keep Red Elemental Blast or Pyroblast out anymore with Flash and Protean Hulk T1/T2 now. Not sure I'm ready for the stax of Hushbringer . Abeyance or Silence don't seem to do anything. Praetor's Grasp to high CMC for me, been happy with Thoughtseize . Angel's Grace and Ad Nauseam back in? Burnout probably has to go in, need 3 spots. I'm not even sure if an efficient instant draw spell to target the opponent would be useful, if one existed.

Necromancy works with Worldgorger Dragon and Leonin Relic-Warder , but I have Dance of the Dead in temporarily testing it. I also have Corpse Dance in testing with Dockside Extortionist . Deciding if Dockside Extortionist is good enough on own without the Infinite interaction with Corpse Dance , if the combo is viable (i don't think so, still needs sac outlet), or whether Dockside Extortionist is just a little too slow and frees up 2 slots. No room for Shallow Grave ATM, need to find the above interaction slots as well.

Need to find a way to win on T2 consistently as well, might have to keep increasing my T1 win draw probability, and T2 and sacrifice T3-T5 to try and get there faster. Changes are costing me efficiency on Diabolic Intent , will not be good if I lose that. Mox Opal cheap now, but the probabilities numbers still don't make sense to contribute to enough T1 wins vs. T1 dead draws. Wishclaw Talisman could help with good artifact count.

Angel of Despair may come out for the instant since she stops Show and Tell + Omniscience but not Thassa's Oracle . Might be her time. Balefire Dragon , Avacyn, Angel of Hope , move away from a damage line Gisela, Blade of Goldnight . Have about 12 cards on my potential cut list anyways, just have to decide how to stop the fish. Other than the efficiency of The Gitrog Monster , all the top commanders are , they need to stop printing OP cards, but let's ban CMC9 Iona, Shield of Emeria because it's no fun, but let's make win on T1 more consistently, just such strange thinking IMHO.

Will keep you posted on how things go.

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