Verdant Catacombs


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

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Zendikar Expeditions (EXP) Mythic Rare
Zendikar (ZEN) Rare

Combos Browse all

Verdant Catacombs


, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card and put it onto the battlefield. Then shuffle your library.

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Recent Decks

Verdant Catacombs Discussion

Chasmolinker on Mono Black Devotion

2 days ago

saturn999 I understand where you're coming from. But the deck either curves into Gary draining for 10+ on turn 5 or it gives you off curve Geralf's Messenger and you wind up at 5 or less life because of it. At that point resolving Gary is the only out. But when you do go off, that resilient 3 devotion really adds up and swings the game back in your favor.

DankStompy It seems I left out some key details in that statement. I think he was using Grim Flayer and dumping his fetchable red sources in the graveyard. I'm trying to think back to it, but I think Relic of Progenitus was simply forcing him to exile every card in his yard including the lands. I landed a Surgical Extraction early on and hit all of his Verdant Catacombs. It eventually got to the point where he had no red shock lands in his deck and was only able to draw into red sources. I don't really remember the exact sequence to be honest. All I know is that the combination of Grim Flayer, Phyrexian Obliterator, Surgical Extraction, and Relic of Progenitus left him with no red mana in play or in his deck towards the end of the game.

Khunjund on GBUW: ₩ᴬʅʅֆ [MTGO BUDGET]

1 week ago

If you wanted an ideal manabase, considering the composition of the deck as it is now, with the same number of lands, I'd say it would resemble this:

2 Breeding Pool

2 Flooded Strand

1 Forest

1 Hallowed Fountain

3 Island

4 Misty Rainforest

1 Overgrown Tomb

1 Plains

1 Swamp

1 Temple Garden

1 Verdant Catacombs

1 Watery Grave

2 Windswept Heath

If you want, you can substitute all the dual lands with budget options of your choice, but in that case, I recommend having at least Canopy Vista, Prairie Stream, and Sunken Hollow (or Scattered Groves, Irrigated Farmland, and Fetid Pools), so you can get them with the fetchlands you already have.

FancyTuesday on Command the Swarm [Jarad, Golgari Lich Lord EDH]

2 weeks ago

The "one of the 99" approach makes recommendations a little tricky, but I think we can remedy some of the speed issues in broad terms.

Twilight Mire for starters. The filters are among the most versatile of the dual lands, allowing you to turn into . I don't see any mention of a strict budget so I can't help but recommend Bayou, though I doubt I'm cluing you in on any hot tech there. Verdant Catacombs can pull your shockland (or Bayou), which is another slot helping with all those triple blacks and double greens.

Your current ramp suite is pretty much just the 3 most efficient ramp spells, Ring, Elder, 2 semi-ramp highly killable critters in Deathrite and Ghast, and two situationals in Ashnods and Ritual. 9 may seem like a fair chunk of your deck, but in reality it's 5 true ramp slots, which is pretty anemic. You aren't really counting on ramping at all when you shuffle up, it's just something you luck into in a timely manner sometimes.

Myriad Landscape is steady ramp in a land slot. Dryad Arbor can turn Green Sun's Zenith into a cheeky first turn ramp spell. Skyshroud Claim is the strongest of 4 drop ramp spells not named Tempt with Discovery. Scapeshift can pull out Urborg, Tomb of Yawgmoth and Cabal Coffers in one turn. Ulvenwald Hydra can pull nonbasics on top of providing a body.

Mana Crypt and Worn Powerstone are real powerhouses. Double colorless might seem unhelpful on paper with a general with 4 colored mana symbols in his casting cost and half a dozen spells, but I'm sure I don't have to tell you how amazing it is to have Sol Ring out there.

Without building to combo out and with at my disposal I'd lean even harder into ramping than I've described above, but this seems like good start toward getting this deck rolling more consistently in the mid to late game. 10 suggestions with half of them being land slots is about as painless as you can get, but I can go on if there's any other area you feel the deck could be bolstered in.

SynergyBuild on Circle of Life - GB +1/+1 Counters

3 weeks ago

This is meant to be budget, adding a single Verdant Catacombs ups his cost by over a quarter of the list.

Also, no, Jeskai Control does run like one Search for Azcanta  Flip, which might hurt a bit if you Abrupt Decay it, and they do run 4x Snapcaster Mage, who don't care if you destroy it all that much, hm, they also run Geist of Saint Traft, which would hurt a lot if you Abrupt Decayed it. Oh wait, you cant.

Yes, he should run Abrupt Decay to kill the one Search for Azcanta  Flip they run. Congrats.

MegaMetagross on Circle of Life - GB +1/+1 Counters

3 weeks ago

SynergyBuild the only reason he wouldn't be able to cast Abrupt Decay is because his current list does not include basic swamps. adding Verdant Catacombs and basic swamps would easily alleviate that problem. and i'm sure jeskai control has more than just Celestial Colonnade as a win con. surely you're not suggesting that jeskai control doesn't use "any" nonland permanents with cmc 3 or less right? right. Abrupt Decay is definitely a good card, but control and blue moon do care.

MegaMetagross on Circle of Life - GB +1/+1 Counters

3 weeks ago

oh and Nature's Spiral can also get back a Verdant Catacombs. so thats neat.

MegaMetagross on Circle of Life - GB +1/+1 Counters

3 weeks ago

the reason i mention Abrupt Decay against control is because it can't be countered. seems pretty handy to have against something like blue moon (U/R Blood Moon) control. blow up their Blood Moon and they can't use Remand or Mana Leak to stop it. even most control decks need creatures that Abrupt Decay can blow up.

if you're using fatal push, i'd really recommend Verdant Catacombs if budget isn't an issue. you could take out the Llanowar Wastes. Blooming Marsh can be upgraded to Woodland Cemetery, and i'd really recommend adding some basic swamps in case an opponent uses Path to Exile and you need black mana. it also really helps against the previously mentioned Blood Moon.

i know you said your aggro matchups are good, but what about mono red burn? its the fastest aggro deck i know of, and its burn spells might not care about your +1/+1 counters since they usually go toward an opponents dome anyway, but they could also just Lightning Bolt any creature you can't get out of its range quickly enough.

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