Submerged Boneyard

Legality

Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Frontier Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Leviathan Legal
Legacy Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common
Aether Revolt (AER) Common
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

Submerged Boneyard

Land

Submerged Boneyard enters the battlefield tapped.

: Add or To your mana pool.

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Submerged Boneyard Discussion

multimedia on Grixis Pirates

6 days ago

Hey, I suggest expanding on the strategy of flying Pirates and Curious Obsession.

Due to the budget of this deck I recommend cutting red and going with just blue and black. Only two colors will help the manabase. Currently it's going to be too hard to make turn one Siren Stormtamer into turn two red for Rigging Runner this is because Island doesn't let Dragonskull Summit ETB untapped.

You want Spirebluff Canal to consistency get both blue or red in the first two turns, but this land is not budget.

A two color blue and black manabase to consider (I'm including budget options):


Flying Pirates to consider adding:

Freebooter, Warkite, Stormtamer and Dreamcaller is a powerful quad of 15x flying Pirates. I suggest getting 3x more Warkite giving you 4x main deck. Freebooter is a flying Pirate Duress it's very good card.

Other cards to consider adding:

If you can get more Warkite then use Craving because once you trigger Warkite's ability and make a creature of your opponent's a 0/1 kill it with Craving while also gaining life. This interaction makes Craving a two mana instant unconditional removal spell which is very good. Even without Warkite Craving a good removal spell, but if you can't get more Warkite then instead I would use 4x Unsummon as the main deck removal spell. Unsummon is a good tempo play bounce your opponent's creature for one mana making it easier to attack and do damage.

Obesession becomes very good as a draw engine with so many flying Pirates because flying makes it much more likely that you will do combat damage to opponent thus getting to draw a card. Flying also means that it's much safer to attack each turn which is a requirement of Obsession. The +1/+1 that Obsession gives the enchanted creature helps much more when enchanting a creature with flying.

Obession combined with Ruin Raider can draw you a lot of cards in a game.


Considering my suggestions this is a core you could use:

  • 4x Stormtamer
  • 4x Warkite
  • 4x Freebooter
  • 3x Dreamcaller

  • 4x Obsession

  • 4x Dispersal
  • 4x Craving or Unsummon

    Cards that can support this core:

    • 3x Siren Lookout
    • 2x Raider
    • 2x Forerunner
    • 1x Skysovereign

    Good luck with your deck.


    multimedia on U/B Control

    1 week ago

    Hey, you have a good starting build here, but the numbers on some spells are off as well as not enough lands in the manabase. The main thing you recognize that's good for Control is Torrential Gearhulk. Gearhulk only works with instants meaning sorceries are not part of the plan. If you can build a main deck of completely instants than it will be better with Gearhulk.


    Lots of main deck discard with Gearhulk is not good. In fact the only discard I suggest you play is 3-4x Duress, but only in the sideboard. Speaking of sideboard if you want to play this deck at FNM and do well you'll need a sideboard. You currently don't have one.

    First lets look the manabase. 20x lands is not enough land for Control; 26x lands is the normal for Control decks. The reason for this much land is Control thrives on making a land drop each turn because the more land you have the more opportunities you have to cast spells. Being able to cast two spells or more in a single turn is a goal that a Control player is going for. Glimmer of Genius is the jumping off point for blue Control you want to cast it turn four because this gives you a huge advantage in a game. The only way to consistently cast it turn four is to play a lot of land. You want to make a land drop each turn for the first four turns minimum. In some instances if you miss a land drop in the first four turns then that's it, you'll fall too far behind in the game and lose. It's better to have more lands, draw more lands than not having enough.

    Lands I suggest you add depend on the budget. What is the budget you're going for? High or low? For instance Fetid Pools is the other good dual land to add, but it's for a high budget. An alternative to this is Submerged Boneyard which is bad compared to Pools, but is low budget. Either way I suggest adding 4x Pools or 4x Boneyard.

    Before I continue here's a list of cards to consider adding:

    Obviously if you have a lower budget then you will not being able to add all these cards such as Scarab, Azcanta and Contempt. This list is meant to give you an idea of how to improve the deck with a higher budget, but I've also added some low budget alternatives.

    Cards to consider cutting:

    • 4x Duress move it to the sideboard
    • 4x Scrutiny possibly move it to the sideboard
    • 3x Rot
    • 4x Pierce
    • 4x Opt
    • 2x Gonti move it to the sideboard

    On the basis that you should consider adding 6x more lands you need to cut 6x spells from the deck. I suggest beginning with cutting the discard spells.


    Good Gearhulk Control main deck core:

    • 4x Push
    • 4x Censor
    • 4x Disallow
    • 4x Glimmer
    • 3-4x Gearhulk

    The core are cards that are played as 4ofs and the only cards other than lands in the main deck that I recommend be played as 4ofs. You want to draw multiplies of them in a game and in some instances you want some of them in the early game such as Push and Censor therefore it's best that they're 4ofs to consistently draw them in the early game. Disallow is the best mid to late game counterspell and Glimmer is the cornerstone, the draw engine of the deck.


    Support removal to consider adding:

    Vraska's Contempt is a very good instant spell right now in Standard. It's unconditional creature or Planeswalker exile with adding lifegain. A spell like this is currently unmatched in power in Standard especially when you can flash it back for free with Gearhulk. Contempt or it's budget alternative Hour of Glory are very much wanted with Control because of the domination of the Gods: Hazoret the Fervent and The Scarab God. These creatures can only consistently be killed if they're exiled. The Gods are not the only reason to play Contempt there's a lot of just very annoying powerful creatures and Planeswalkers that are better exiled then put in the graveyard.

    Hour of Glory is the best low budget Contempt because it's also four mana, instant and unconditional exile. It can't however exile a Planeswalker only a creature and it doesn't gain you life, but these are the reasons that it's low budget.

    The fact of the matter is creatures dominate Standard, more specifically red creatures. Red creatures usually means aggro and preparing the main deck to combat aggro is the build direction I suggest. Craving not only can potentially kill something, but also gain you life which is what you want in aggro matchups especially red where you have to also deal with burn spells to the face. Commit is a fun card as a 1of with Gearhulk. You can flash it back and cast Memory for free refilling your hand at instant speed because you're casting it from the graveyard this interaction works even though Memory is technically a sorcery, but Commit is an instant.


    Support counterspells to consider adding:

    Censor and Disallow are the two most important main deck counterpells third is Essence Scatter and fourth is Supreme Will. You're already playing 3x Scatter that's good it's a good number. I suggest adding a couple Will because the card is never really dead because of it's modes. It can counter something in the mid to late game or if you don't need that you can use to to dig for an answer, Glimmer or Gearhulk. I don't think Spell Pierce is a good main deck card for Control because it can't in anyway interact with creatures and creatures much more than spells are the problem cards for Control for game ones. 3x Negate however should go in the sideboard because it's amazing in Control matchups or matchups where you know that a certain noncreature card is going to be a problem such as a Planeswalker, artifact, enchantment or Approach of the Second Sun, etc.

    If this advice was helpful I have more suggestions and advice about the sideboard. Let me know if you like me to continue.

    Good luck with your deck.


    multimedia on Eternal Scourge of Standard

    1 week ago

    Hey, adding blue for Champion of Wits adds a lot a good way to churn through the deck to draw Journey while also putting creatures to be reanimated into the grave, nice job. Wits is also an excellent creature to enchant with Journey.

    I have some suggestions:

    All my suggestions are budget creatures that work very well with Journey since they give you a powerful ETB ability. Freebooter is especially good because it can help to make sure the coast is clear to enchant a creature with Journey. You don't want your creature to be killed in response to enchanting it giving your opponent a 2 for 1.

    Zealot like Champion gives draw when it ETB and out of the options in Standard draw is up there as a one of the best ETB abilities. Because of the ETB draw for Zealot I think it's better here than Glint-Sleeve Siphoner.

    Multiple triggers of Gonti's ETB is very good because each time it's triggered you get to exile a card from your opponent's top four cards and each card that's exiled stays exiled until you cast it. Gonti's ETB ability is better than World Shaper's abilities. The deathtouch on Gonti makes it a fine creature to enchant Journey making your opponent have to think twice about attacking you from the ground since they will lose a creature from deathtouch while also flipping Journey and then losing a card from their library to Gonti's exile.

    For a reanimation target Noxious is good especially when you can reanimate it with Atzal, Cave of Eternity at instant speed which can be a blowout. It's ETB ability and more utility than Aethersquall Ancient.


    I suggest main decking Moment of Craving as the budget Fatal Push alternative removal spell to combat aggro. If you don't need it as removal for an opponent's creature than you can use it to kill your creature who's enchanted with Journey at instant speed. It conveniently kills Wits, Chupacabra, Zealot, Freebooter, etc. It doesn't kill Brontodon or Gonti. Consider cutting Servant of the Conduit for Craving?

    Energy is not where you want to be simply because there's better two drops with ETB abilities that have much better interaction with Journey compared to Servant. Servant and Hub make a nice team to splash a third color, but in this case I don't think Servant helps enough to be included.

    I don't think you need to play Benefaction of Rhonas or Banewhip Punisher. Yes Benefaction can find both Journey and a creature, but it's another three drop and right now there's too many three drops. Wits, Brontodon and Journey are the best three drops here. 12x three drops is really pushing it. I suggest cutting the 7x additional three drops for two drops: Freebooter and Zealot. Punisher as creature removal is redundant because of Chupacabra and Chupacabra is more powerful card because of it's ETB ability.


    For the manabase consider replacing Hub with Evolving Wilds and some Basic lands with some budget dual lands: Submerged Boneyard, Foul Orchard and Woodland Stream?

    Good luck with your deck.


    Mice_Overseer on Grixis Controlled Torment

    1 week ago

    Grixis AND Primal Amulet  Flip?! This is definitely a deck I'm rooting for, and I wish you the best of luck with it. That said, one thing that jumps out at me is the low amount of instant speed spot removal; you might want to find some room for some Abrades in case they're running Heart of Kiran or Aethersphere Harvester as you currently don't have a reliable way to deal with them before they run away with the game.

    Sadly, I think you're right about the manabase. You probably want more than 23 lands when your deck's this top-heavy, and running Cinder Barrens, Highland Lake and Submerged Boneyard is obviously not ideal (I understand this is probably a budget/availability thing, though). It also needs to be pointed out that you only have 4 lands total that let Drowned Catacomb and Dragonskull Summit enter untapped; at that point they might as well not have that ability. Lastly, you aren't running any basics at all: if you use Field of Ruin's ability, you will be putting your opponent up one land on you. Combined with the fact you've only got 23 lands yourself, this makes it extremely risky to use if they manage to flip a Legion's Landing  Flip or something early, as you may end up locking yourself out of the game.

    Keep us posted with how this goes!

    jakeelephant006 on Phoenixman99

    1 month ago

    For Phenax:

    Needs 3-4 more lands, I think. I'm talking Dismal Backwater, Dimir Guildgate, and gags Submerged Boneyard if nothing else. Better lands than those in no particular order are Dimir Aqueduct, Temple of the False God, Terramorphic Expanse, Myriad Landscape, and Opal Palace.

    Also cards you could take out to put those in: Sphinx's Tutelage is better in a card draw based deck than a mill based deck. Maybe it'll get a dozen or so cards every other game, but I don't really think it's quite worth it. Isochron Scepter is good if you can hook it up with one of your half dozen instants that are worth while imprinting with it and it can go infinite w/ Dramatic Reversal and a Sol Ring or something, but I'm not sold. It's an easy two-for-one if an opponent gets rid of it and I feel like there'd be many situations that it's just a dead card in hand if you don't have one of your instants. I've seen how well Tormod's Crypt has worked, but it doesn't do enough to stay in the deck compared to some of your other "graveyard hate" cards. Plus, many of your other cards (literally) get their power from having stuff in your opponent's yard. Evil Twin isn't as bad as he thinks he is. As a removal spell he's slow and I don't see why you need a Clone in here. Body Double is worth it, though because 8/10 times people will have more creatures in their graveyard than on the battlefield against this deck. Disciple of Deceit feels... untrustworthy. If it works, though, by all means keep it. I'm not familiar enough with the deck to know what you would throw away and what you would want to go find. Maybe Crypt Incursion for the sane reason as Toromod's Crypt? Maybe switch it with Profane Memento? Also, maybe Bontu the Glorified could be cut?

    Some other cards you could look out for: Altar of the Brood. Mind Sculpt. Siren of the Silent Song (I really like its draw and mill ability). Dinrova Horror, Far / Away, and Reality Shift are underrated removal spells. Also at least two more board wipes. Cyclonic Rift is just as good, if not better, here as it is anywhere else. In Garruk's Wake is pricy, mana-wise, but pretty nice. Nevinyrral's Disk is a classic. Profaner of the Dead works in here. And there are more at least decent black wipes that you could consider playing. And maybe you didn't think of these couple dudes, but they are good for butts and good in general: Disowned Ancestor, Dragon's Eye Savants and the best blocker of all time Fog Bank.

    Happy Building!

    SkullOfPoison on Casual Commander Mill Deck

    2 months ago

    Instead of Submerged Boneyard you could put in Jwar Isle Refuge for an extra life atleast.

    superdiglett on Budget U/B control - Ixalan

    3 months ago

    @KazicGreyhelm Thanks for the huge amount of info. I agree 100% I should add some dual lands, especially Submerged Boneyard, it's a very cheap card so fits the budget easily.

    Fatal Push is far to expensive for the budget I have in mind. Same goes for disallow, I have the cards in my possession but want to restrict my self budget wise with this deck.

    About Walk the Plank, I also really like the fact it is just 2 . But I do agree the Sorcery speed is not up to par with instant speed most of the time and Essence Extraction is just not deadly to everything, So I have it in my sideboard just in case I have to deal with a lot of rather small creatures. Hour of Glory Is a very viable option though, I will have to keep that one in mind during play testing this deck. Although it's twice as expensive to cast, it is at instant speed and could take more cards down with it.

    Supreme Will Is something I've overlooked I think. For 1 more mana you can be for more sure you actually counter something and it is a small tutor if you're in very dire need of a particular card.

    Regarding Kitesail Freebooter and Siren Stormtamer I completely agree with you. I will remove Siren.

    I Think I've also overlooked Glimmer of Genius. It is definitely a better option compared to Hieroglyphic Illumination, the cycle ability has it's use in dire situations for obvious reasons.

    Thanks for all the advise and your time. Never playing control and then building a deck for it is quite a daunting task, I guess that is true for every type of deck you normally never play. I will update my deck list when I've made of modifications and playtested it a bit

    KazicGreyhelm on Budget U/B control - Ixalan

    3 months ago

    I have many things to say about this.

    First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.

    Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.

    Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.

    Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.

    Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.

    Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.

    I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.

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