Waterlogged Grove

Waterlogged Grove

Land

, Pay 1 life: Gain or .

, , Sacrifice Waterlogged Grove: Draw a card.

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Set Rarity
Modern Horizons (MH1) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Waterlogged Grove Discussion

psionictemplar on Sea-Green Tide (Simic Ponza)

1 week ago

I thought the jace was a bit odd at first, but the ability to take away needed cards from the top of their deck seemed pretty good. Whether giving them lands if they cant make use of them or taking lands away if they need them, it just seems reasonable to me. Not only that but the jace ultimate gives you a way to almost always win (on the presumption they have little board presence). Further more, jace works with the fetches to reset the top of your library if needed. So with that being said I definitely wouldn't remove them.

Going back to garruk, he will likely prove his worth, whether it be producing 9 power worth of bodies or keeping up the pace of disruption. I like him better than cryptic on the grounds that there probably isn't anything that threatening at only 1 or 2 mana you would want to use the counter mode of cryptic on. Tapping their likely small team seems pointless when you could just kill them with creatures. The bounce seems unneeded with 8 other bounce spells available. And the draw, well it doesn't really advance your plan at all. Overall to me it just seems like an expensive stall when you could start being more proactive with your mana advantage.

Finally on the note of having too much mana, you could always run Waterlogged Grove to draw cards if the lands are not needed.

Destroyerbirb on Jalira’s Three Card Monte

3 weeks ago

Balaam_ Welcome back to Magic! There are great budget and non-budget options for lands, I will list good lands below.

The best lands for this would be man lands, land that can turn into creatures, because you can sacrifice them to Jalira's ability. These include... Lumbering Falls, Mutavault, Faerie Conclave and Treetop Village.

Other good lands include... Botanical Sanctum, Flooded Grove, Hinterland Harbor and Waterlogged Grove.

Try not to add too many man lands!

People think blue is only a control colour, but blue is more than that. It is a combo colour, one that doesn't like winning through regular creatures and attacking. It gives you card advantage, and you managed to showcase that perfectly. Only counter things that could be problamatic to your gameplan! (or if that thing will kill you on the spot.)

I will write another comment on a sideboard suggestion.

Lanzo493 on Need help with upgrading my ...

3 weeks ago

The best upgrades to a land based deck are a fetch shock/triome/dual land-in-general-mana-base. Up your land count to a higher than normal amount, like 40 or more. A land based deck would work well by focusing around Field of the Dead. You can use Scapeshift for a ton of zombies out of nowhere. Crop Rotation does great as well. Assuming you have fetchlands, Titania, Protector of Argoth is very powerful. Ramunap Excavator goes well with fetches, too. As does Life from the Loam. Sylvan Safekeeper is a great card for a land deck as well. As an FYI, you can give opponent creatures shroud as well to mess with them trying to use equipment, auras, or spells (like Chandra's Ignition or Tainted Strike). Other good lands to sacrifice are the horizon lands, Waterlogged Grove, and Strip Mine or Dust Bowl.

I assume you already have the landfall creatures Roil Elemental and Avenger of Zendikar. But some other cards that work well with a land based ramp deck are X spells like Torment of Hailfire and Finale of Devastation.

Some later upgrades are the good old Urborg, Tomb of Yawgmoth and Cabal Coffers pair.

elk88 on Yarok Lands EDH

3 weeks ago

Hey fmastrome2008!

Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.

Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.

Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.

Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)

Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!

Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.

Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).

YuukoChan on Tatyova Control Combo

3 weeks ago

SplendiferousPotato The reason I do not play Meloku the Clouded Mirror anymore is because Trade Routes is less mana intensive and is easier to land with counter magic back up. 5 mana + 1 is harder to pull vs 2 mana + 1. Although Meloku the Clouded Mirror can give you infinite spirit, that line is not really needed or rarely will be relevant.

The reason I didn't include Waterlogged Grove is because I'm stupid and forgot about it. That will be added in the future. Thanks for pointing that one out.

zavec The reason I don't play Timetwister is because you actually want a graveyard. I would rater play Windfall over it if you need extra card in your hand, but I would recommend that you play Narset, Parter of Veils with it if you plan to do so.

MrTeeg The reason I don't play Noxious Revival is because I have Regrowth and Eternal Witness in the deck already. However that is more of a preference more then anything. If you like Noxious Revival just replace one of the 2 cards and it should be fine but 3 regrowth effect is just to much in my opinion.

Now about Mind Over Matter, the big reason I don't want to play this card is hugely due to the 4x in the casting cost. At this point I'd rather risk getting spot removal while casting Pemmin's Aura on my creature.

Sidenote: I will be updating my listtonight as my list has drastically changed over a month but still retained the core.

SplendiferousPotato on Tatyova Control Combo

3 weeks ago

Hey, love the deck!

1) Why not mainboard Meloku the Clouded Mirror?

2) Why not Waterlogged Grove for the combo with Ramunap and Tatyova?

abbatromebone on Amulet Rainbow Reef

1 month ago
  • Humans is just a solid deck that always does well cause meddling mage is a dumb card. They always have such high vaule. I think shriekmaw is probably going to put up better results, because you can tutor for it. Sometimes you have to mull for hate cards but you can find stuff easier so you don't have to worry about it.
  • Ive seen damping sphere in some decks but then again my friends play storm, and spirits. It does well against decks like tron that struggle against the deck.
  • Why dont you try 1x dismemmber and 2x shriekmaw. You see what is good where. You can run both for a while and see what happens.
  • I still think its worth removing you gain 3 creature, its not needed in every match up. Its really an anti burn card. Theres a lot of decks with removal, so replacing those 4 cards with counter magic could help those other match ups a lot more.
  • Also i cant beleive i never thought to mention this till now have you considered Waterlogged Grove or Fiery Islet? its card draw on lands, which is helpful in your deck. In my deck i effeively run 5, and it helpped SO MUCH.

multimedia on Zaxara, the king of Hydras and X spells

1 month ago

Hey, for the manabase you could make some improvements with more dual lands that ETB untapped.

These lands to make colored mana require you pay 1 life, but don't be afraid to do that in 40 life Commander. Paying life to have better color fixing is worth it. Could cut 2x Island, 2x Swamp for these lands. If willing to add one drop mana dorks that's great, consider more?

The lands I suggested above will help to be able to cast green one drops turn one. Could cut Rampant Growth, Condescend and Rewind for these mana dorks.

Elemental Bond is an upgrade for repeatable draw, it could replace Colossal Majesty. Bond triggers when any creature you control with power 3 or greater ETB. When Hydras are created by Zaxara if X was 3 or higher then when the token is created it will trigger Bond. Since having Breeding Pool and Overgrown Tomb then Nature's Lore is a upgrade for Farseek or Rampant Growth. Ramp with a dual land that can ETB untapped.

Good luck with your deck.

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