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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rootwater Depths
Land
: Add to your mana pool.
: Add or to your mana pool. Rootwater Depths doesn't untap during your next untap step.
DemMeowsephs on Mortally Challeneged
3 years ago
Hey there! Maybe consider some of the following lands!
Less than $10:
- Sunken Ruins
- Underground River
- Choked Estuary
- Drowned Catacomb
- Waterveil Cavern
- Rootwater Depths
- Tainted Isle
- Exotic Orchard
- Darkwater Catacombs
- Bad River
Less Budget:
BioProfDude on Mono-green deathtouch for pauper
5 years ago
Grandmaster5327, all of those are uncommon or higher rarity, so none of them are legal in Pauper format. Thus, none of those would work for this deck in this format. At the level of common, which is all that may be used for Pauper format, there are no dual lands that enter the battlefield untapped.
Rootwater Depths = uncommon Underground Sea = rare Volcanic Island = rare Tropical Island = rare Scrubland = rare Plateau = rare Savannah = rare Tundra = rare Taiga = rare Bayou = rare Badlands = rare
Looking at the cards from Alpha, Beta, Unlimited, and Revised, they didn't have the color designations for any symbols (indeed, they lacked symbols completely), but looking them up on Gatherer shows that ALL of them are uncommon, rare, and there are even some dual lands at mythic rare. None of the dual lands at the level of Common enter the battlefield untapped.
hfvalenz on The Scarab God - zombie tribal EDH
6 years ago
What's with Rootwater Depths lol, haven't seen those lands since like ever. There are lots of newer better alternatives you know:
- Watery Grave
- Sunken Hollow
- Underground River
- Tainted Isle
- Sunken Ruins
- Darkwater Catacombs
- Command Tower
- Island
- Swamp
Also, you should consider Dreadship Reef instead or in addition to Mage-Ring Network
In order to get the most of Scarab, I think you should take these cards into account:
- Training Grounds to steal creatures cheaper.
- Heartstone strictly worse, but still helps.
- Illusionist's Bracers to steal more.
- Paradox Haze to double the life loss of your opponents.
- Strionic Resonator see above.
Have you thought about Liliana, Heretical Healer Flip? She flips quite easy and all her abilities as a planeswalker could be relevant in a Scarab deck.
QKey on ZOMBEETLES
6 years ago
I would add a Command Tower and Creeping Tar Pit and would cut Faerie Conclave and Rootwater Depths.
Also i would consider running Oversold Cemetery since you are milling yourself a lot.
If your budget has some room, i would consider Kalitas, Traitor of Ghet since he produces a lot of zombies and synergises in generell with your commander. Also he can become quite big.
Otherwise this looks like a fun deck. :)
Alexasmaoao on polymorph thing (send help)
7 years ago
Not of This World is only to protect emrakul while Dispel protects Polymorph or stops opponents instants (if they Path to Exile or Lightning Bolt your Polymorph-target it protects that too). So yes, I would mainboard Dispel and sideboard not of this World. Dispel is Always useful no matter what, while not of this World is very situational, altho strong.
I agree about the keyrune, it's a turn slower. Also I recommended the wrong one. This one is potentially good as a sideboard card if you struggle with opponents removing your creatures when you activate them: Simic Keyrune.
If you want really cheap ways of fixing your manabase slowlands like Rootwater Depths might be okay, since you really only need a few turns.
SpringingTiger on Eternal Masters Spoiler Thread
8 years ago
Given the fact that neither Modern Masters set had a cycle of rare dual lands, I don't expect Eternal Masters will either, and I certainly don't expect it to have cycle that sees a large amount of play in Modern, but virtually no play in Legacy or Vintage, such as the shock lands or filter lands. As for Waterveil Cavern, well, I sure hope not, because it's just going to end up in the sideboards of draft decks, like the Rootwater Depths cycle did in Tempest Remastered.
So, IMO, that leaves Windbrisk Heights, Wirewood Lodge, and Zoetic Cavern as the most likely possibilities for card #249, with the other possibility being Wind-Scarred Crag, it WotC wants that cycle as mana-fixing for draft.