Shimmering Grotto

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Iconic Masters (IMA) Common
Modern Masters 2017 Edition (MM3) Common
Planechase Anthology (PCA) None
Conspiracy: Take the Crown (CN2) Uncommon
Magic 2014 (M14) Uncommon
Planechase 2012 Edition (PC2) Common
Innistrad (ISD) Common
Lorwyn (LRW) Common

Combos Browse all

Shimmering Grotto

Land

T: Add to your mana pool.

1, T: Add one mana of any color to your mana pool.

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Shimmering Grotto Discussion

ynot000 on Kaalia

1 week ago

definitely add like one or two lands, cut

Akoum Refuge

Boros Garrison

Orzhov Basilica

Rakdos Carnarium

Rupture Spire

Scoured Barrens

Shimmering Grotto

Stone Quarry

Vivid Crag

Vivid Marsh

Wind-Scarred Crag

if you don't have enough lands to replace all these, keep the ones you like most

Captain_Howel on Pauper Mana Fixing

3 weeks ago

One thing is missing from Other: alongside Shimmering Grotto and Unknown Shores should be their third sibling, Painted Bluffs.

justinspruiell on Sedris, the sacrifice EDH(BUDGET ~50$)

1 month ago

Well at first glance (if this were my deck) I would say lower your creature count by about 10.

Raise your land count by 8 and add mana fixing Command Tower Shimmering Grotto the guildgates like Dimir Guildgate and some fetching like Evolving Wilds and Terramorphic Expanse. I would also add more ramp especially in black to be able to raise the graveyard Black Market is an easy include. Then there is Manalith and the signets like Dimir Signet. You have two pieces of an infinite mana combo already Ashnod's Altar + Nim Deathmantle you could add Cathodion for colorless mana.

You can take advantage of blue card draw with Rhystic Study and black tutors with Diabolic Tutor Corpse Connoisseur and you can exploit Sidisi, Undead Vizier to herself and recast her giving you a recurable tutors.

Finally I would add a few boardwipes Cyclonic Rift Plague Wind Damnation and Toxic Deluge

I hope this helps and keep me updated on your changes and how it runs.

justinspruiell on Mono Green Wurm Deck

1 month ago

I would suggest adding Mosswort Bridge to help cheat out some of those big creatures. I think Shimmering Grotto is useless in a monocolored deck and you would be better served by Temple of the False GodI have a mono green deck Rhonas Fight Club you can check it out for a few suggestions I'm still refining it but I think we have a similar strategy with getting out big creatures.

Madcookie on Jhoira gonna get your ass beat, mang!

3 months ago

Hi, mate. Looks like you need help with the deck and I have some spare time so lets get to it.Firstly I think you have too many creatures, some of which don't have good synergy with the deck idea, mainly Flameblast Dragon, Jhoira's Timebug, Mercurial Chemister, Rift Elemental, Shivan Sand-Mage, Timebender. Some of those remove time counters but are just weak overall.I also don't like the wall cycle, the tempo gain from blocking a big creature is negligible in a multiplayer format and your wall still dies, I'd replace those too for say a Propaganda. Archivist can be replaced with Arcanis the Omnipotent same mana from jhoira, 2 more cards.

As for the spells Clockspinning, Fury Charm, Mana Leak and Timecrafting don't go enough to warrant a place in the deck and i think you should try to replace them with some kind of draw spells or counterspells without unless they play etc. Think Counterspell or Cancel

About the land base: Faerie Conclave, Looming Spires Soaring Seacliff are simply basic taplands that will slow you down immensely. Magosi, the Waterveil Shimmering Grotto Thespian's Stage don't do enough either. If you are solid on keeping Magosi, the Waterveil you need to add something to proliferate in order to get free counters instead of keep skipping turns. maybe Contagion Engine but it won't remove counters from suspended cards so its pretty much only for this 1 card.

For spot removal you can add Chaos Warp or maybe a Pongify for something especially nasty. Otherwise counter spells should be fine if someone targets you, and you should have the mana open anyway since you dont need to cast anything on your turn.

You can also add maybe 1-2 cards to protect jhoira from removal cost wise they go Swiftfoot Boots<Whispersilk Cloak<Lightning Greaves<Darksteel Plate

Lastly I'd put Drift of Phantasms just for the transmute ability to get Paradox Haze. Its one of my favorite cards and in your deck it will work wonders. Hope my advices will be of use to you and if you have any other questions feel free to ask. Cheers :)

AceGambitDragonfly on Vela, Eldrazi Enchantress

4 months ago

This is an awesome deck, I love the theme. Plus 1 from me. Seven Wastes seems unnecessary though. You aren't using any of the (only two) cards that actually care about Wastes. If nothing else, I'd fill some of those slots with budget lands that come in untapped and also produce colorless mana, but have an extra usage if needed. Rogue's Passage is one I highly recommend. Additionally, Shimmering Grotto, Unknown Shores, Dreadship Reef, Crystal Vein, Ghost Quarter, Corrupted Crossroads, Opal Palace, Survivors' Encampment, Crumbling Vestige to name a few.

WindowGreen on Edgar Lifegain

4 months ago

As for the land in place of those few odd lands that I mentioned earlier maybe think about putting in Shimmering Grotto, Painted Bluffs, Grand Coliseum, and Cascading Cataracts

JeskaiM4n on

5 months ago

At first, this is not Standard deck, change it to casual.

Shimmering Grotto Doesn't do anything for mono colored decks, change it to Plains.

And i know that for new players, what is right amount of lands is very hard to know, but you play 6 and 5 mana spells so 17 lands is not even close to enough, around 22-23 lands makes sure that you get your lands in time.

Good draws!

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