Underground Sea

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Masters Edition IV (ME4) Rare
Masters Edition II (ME2) Rare
Revised Edition (3ED) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Underground Sea

Land — Island Swamp

(: Add or to your mana pool.)

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Underground Sea Discussion

Sgtpopnfreash on Fast Combo Breya

1 day ago

So I have tried your build and it combo's off faster that is its strength. It also has less shitty mana rocks however it requires a "better/more expensive mana base.I only have Scrubland, Volcanic Island and Underground Sea. I moved to playing this combo because my playgroup is all Chain of Vapor, Pongify, Swords to Plowshares. I got really tired of having worldgorger get ruined.
As for Necropotence. Its not in there because if your going to tutor for a draw spell its Ad Nauseam every time. It probably does work in this build but its kinda inconsistent in my mind when you are mainly trying to Ad Nauseam and the triple black can make it difficult to cast when it does show up.

Deco95 on Kess Combo Storm

5 days ago

Sgtpopnfreash First of all, thanks a lot for your comments!

I don't actually have Timetwister, Candelabra of Tawnos, Flusterstorm, Copy Artifact, Volcanic Island, Underground Sea and The Tabernacle at Pendrell Vale, but if I had them, I would certainly use them in this deck.

Misdirection is a card i'm considering cutting for a while, and Flusterstorm would certainly replace it perfectly.

Phyrexian Metamorph is my replacement for Copy Artifact, but is another card that I always consider cutting it.

I'll tell you why I like having Faithless Looting in my deck. 1) it enables me to trade three(including itself) cards from my hand for two new other cards, while discarding lands or cards that i'll be able to cast later with Kess, dissident mage , such as Mind's Desire, 2) It interacts well in some Doomsday piles that I like to settle sometimes, 3) It helps me to trigger Threshold for Cabal Ritual. Cephalid Coliseum have a similar effect enabling me to trade three cards from my hand for three new cards, while it enters untapped and taps for blue mana.

Cavern of Souls and Thought Vesselare cards that I can probably replace as well.

Mizzix's Mastery and Paradox Engine are too powerful for not to use them. With Paradox Engine on the field I can easely storm out and with a tutor or enough draws I can quickly close the game. It also helps me to avoid some stax effects, which my playgroup is consistently improving. I'm also considering adding Vandalblast or By Force to deal with tax and stax artifacts.

I describe my deck as a combo deck because my main wincon is Isochron Scepter + Dramatic Reversal, which is why I use cards like Fabricate and Tezzeret the Seeker .

Please let me know your thoughts on my comment.

Byuante on Prepare for trouble, and make it triple

3 weeks ago

Why do you run Decree of Silence? The Triplets do the same thing... Yes, it combos with Solemnity, but that's your only combo. Removing both could be worthwhile.If you're not playing budget with this deck, then I would recommend removing all your "enters tapped" lands with better replacements. Scrubland,Underground Sea,Tundra,Opal Palace?

Byuante on

1 month ago

I don't think haste is your issue. Demons, like Angels (and Dragons) are all (For the most part) incredibly high in terms of CMC. Your land base can not support the "weight" of the high costing cards. I know you see these cards as essential, but they're not.

Let us start simple. (Pardon the Caps)

AVOID "ENTERS TAPPED" LANDS!!!!

Your deck lacks the necessary cards it needs to be allowed to have tapped lands. Lands that just produce a single mana (Don't care how many colors it can make) should be avoided here. Crumbling Necropolis, Rakdos Carnarium, and Izzet Boilerworks should all be removed and replaced with better lands. Crypt of Agadeem can stay, as it works well with what your deck is so far. I don't like Evolving Wilds & Terramorphic Expanse as the lands they bring have to be basic and enter tapped. (Good Early or Late game, but hurt if drawn Mid game) I especially don't like Myriad Landscape, enters tapped, fetches only for basic, and they enter tapped (In this deck, it doesn't matter if it's 2, it's still too "slow". Hell, it's not even a good mana fixer in certain situations)

I did the math for you. You require atleast 38 lands (That's personal experience)Out of those 38, atleast 32 should tap for colored mana. Out of those 32, 22 lands should be able to tap for black mana, 6 for red, and atleast 4 for blue. Some of these lands should be able to tap for atleast 2 of those colors.

Replacements for lands (These ain't cheap, but it fixing your mana base is essential to this deck running correctly, you don't have to take these suggestions, but your current choices are detrimental to your decks' current state: Cabal Coffers, Urborg, Tomb of Yawgmoth (Lots of Black Mana). Blood Crypt, Watery Grave, & Steam Vents are very very valuable in both senses, they will help fix your mana. Fetchlands are a maybe, but not a must if you can buy them, do so, otherwise, don't, same goes with the original duals (Underground Sea,Badlands, & Volcanic Island). You could use Battle Lands instead (There is no enemy colored cycle yet) those being Sunken Hollow and Smoldering Marsh.

If you don't want to get the shock's, you could try and removing the blue red cards that have more than 1 Red or Blue mana symbol. (As they seem like the two colors you are splashing, and having more than 1 mana symbol means more lands to generate that mana, or if you're cheap, more lands in general.

You're also gonna have to cut some of the more expensive cards that don't pull their weight or are not worth the expensiveness. I really think you run too many creatures and would recommend reducing the count to around 20/25.(Something like Bloodgift Demon for Phyrexian Arena)

Please consider these suggestions if you want this deck to function efficiently.

TarouSatomi1 on Storm of the Century

1 month ago

Nice deck. Some thoughts/suggestions

Draw spells

Time Spiral
Wheel of Fortune
Timetwister
These are all great here. The fact that two of them wipe graves isn't an issue - you're going to reload your immediately.
Gitaxian Probe

Lands

cut Underground River and friends
add Underground Sea and friends
You're trying to run High Tide, so you need as many actual Islands as you can get.
cut Dragonskull Summit and friends
add Misty Rainforest etc
Same idea here. Also, you really don't want lands coming into play tapped in a deck built for combo if you can help it.
add Temple of the False God
add Ancient Tomb
These make the "free" spells negative mana cost.

Removal:

Strongly consider Treachery as this is both removal and free storm count. It is also negative mana cost with a resolved High Tide.
Vendetta and Snuff Out might be better off as Dismember and perhaps Terminate or even Unsummon. Unsummon is as good as destroying when you're following up with a Wheel of Fortune.

Creatures

Nightscape Familiar
Curious Homunculus

Others

Not sure the Traumatize / Past in Flames plan is worthwhile. This cost 7UUR + whatever you want to flash back. Doing it over multiple turns invites someone to flip up Rest in Peace or Tormod's Crypt or Relic of Progenitus.
Helm of Awakening is dangerous due to symmetry, but can lead to added explosiveness. Could experiment here with Semblance Anvil and similar.
Mystical Tutor usually just as good as vampy.

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

1 month ago

This deck is super fun! I'm not very good at building EDH decks, but when I was playtesting yours, I noticed the bounce land(s) in there were just super slow. Since you have really good lands in here like Underground Sea, those fetch lands, maybe some duals instead of them, or perhaps Ancient Tomb? Other than that, really fun deck! Keep up the brewing.

Penthoplayer on Weeb Lethality

1 month ago

Competitive

Alright, we can work with that. However, looking through the list, you'll need a lot of changes.

Let's start with the mana base.

I find most of your land choices questionable at best. I like that you started on a few of your shocks, so you're heading in the right direction there. The only other lands you're running I'd keep are Mana Confluence, Command Tower, City of Brass, and the 1x of each basic. You'll want to add the original duals (Tundra, Underground Sea, Tropical Island, Scrubland, Savannah, and Bayou) and all 10 fetchlands. This will bring us to 29 lands, leaving up to 3 slots for meta decision utility lands. I wouldn't go above 32 total, though. I also personally use Maze of Ith in every deck, but that's preference. I won't be counting those three slots in my running card total.

Next is your ramp. I like that you have Sol Ring and Birds of Paradise, but we can do more. You already have Simic Signet, but I suggest getting all the others, especially the blue ones (Dimir Signet, Azorius Signet, Golgari Signet, Orzhov Signet, Selesnya Signet). We can also run Mana Crypt, Mox Opal, Mox Diamond, Chrome Mox, Mana Vault, Talisman of Dominance, Talisman of Progress, and Talisman of Unity. Then, we start looking at fleshing out your mana dorks. Deathrite Shaman, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Elvish Mystic, and Elves of Deep Shadow should all go in. Finally, Carpet of Flowers to get ahead of other blue players.

On to the tutors.

The only tutor you have I like is Enlightened Tutor. I'd suggest Vampiric Tutor, Demonic Tutor, Mystical Tutor, and Merchant Scroll to flesh out your tutor package.

For card advantage:

I like you have Necropotence, Eternal Witnesses, and Rhystic Study, but we can do more. We can add Mystic Remora, Ad Nauseam, Regrowth, Snapcaster Mage, Windfall, Timetwister, and Noxious Revival.

Current card count: 69.

Control:

This is where it gets interesting. I like Cyclonic Rift, Swords to Plowshares, and Winter Orb, but, as before, we can add to those. Abrupt Decay, Mana Drain, Force of Will, Flusterstorm, Counterspell, Mental Misstep, Silence, Negate, Dispel, and Angel's Grace can all find a home here. We can also run Smokestack, tanglewire, Nether Void, The Abyss, Arcane Laboratory, and Notion Thief.

Card total: 87.

Cantrips:

I don't see any in your list, so this is a new category. We'll start with the basics. Brainstorm, Ponder, Preordain, and Gitaxian Probe. With the best wincons I can prescribe, you'll also want Gush and Night's Whisper.

Card total: 93

So, our wincon. How does Doomsday, Laboratory Maniac, and Aetherflux Reservoir sound? It'll take some practice, but those are the best options available.

Card total: 96.

3 slots left, able to be flex slots, but I'd rather see if I can fill them. Sensei's Divining Top, Dark Confidant, and Lotus Petal are all good options here.

Or we can not call it competitive. Usually a cheaper option.

smoothjonny69 on Brion Stoutarm fling

1 month ago

Meaning that we play with the strongest possible cards without budget in mind. For example, Underground Sea over Watery Grave and Mana Drain over Counterspell. All of our decks are specifically tailored to thrive in 4 player games, as the format was intended.

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