Shallow Grave


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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

IAMtheBW on A Journey of Self Exploration

4 days ago

Hey man! There are a lot of good choices for recursion, and you've hit a lot of them. Just gonna make a few more suggestions.

Shallow Grave, Stitch Together, Diabolic Servitude

Also consider Tortured Existence to not only fill your graveyard, but get key creatures back on the off chance they get milled.

Other good creatures are things that can recur by themselves like Bloodghast, Nether Spirit, and Ashen Ghoul

consider a few Delve spells like Temporal Trespass, Dig Through Time and Treasure Cruise to thin your graveyard and make it easier to find stuff you need.

Hope this helps!

thatguycrow on Inalla's House of Combo (EDH Infinite / Doomsday)

5 months ago

FrigidOfficial Well, if you don't want to empty your wallet for a Lion's Eye Diamond then the best cards to include for doomsday are probably going to be Thought Scour and/or Mental Note along with some cheap form of reanimation. If you're fine with just using it for lab man, Unearth is the best one (especially since you can cycle it when its not useful) otherwise Animate Dead Shallow Grave or Exhume can be useful to reanimate other combo pieces such as Wanderwine Prophets or Bloodline Necromancer when you're not going for the doomsday win.

This is what I've thrown together and will be testing.

Inalla's School of Wizardy

Commander / EDH* thatguycrow


sylvannos on want advice for angel reanimator ...

6 months 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

7 months 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

9 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

9 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!

10 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.

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