Ancient Tomb

Ancient Tomb

Land

: Gain . Ancient Tomb deals 2 damage to you.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Ancient Tomb occurrence in decks from the last year

Latest Decks as Commander

Ancient Tomb Discussion

Mcat1999 on Card creation challenge

1 week ago

Layline of Chaos

Enchantment

If Leyline of Chaos is in your opening hand, you may reveal it and put it onto the battlefield.

Whenever you tap a permanent for mana, flip a coin. If heads, add twice as much mana of any kind it produced. If tails, add that much instead. If it already would produce , it deals that much damage to you instead.


Who doesn't want a T1 from a Mountain into a Sol Ring ?

What would you cast with floating on T1? Lol

Omg could you imagine though losing the coin flip to Mana Crypt and then losing the second one! Or losing to Ancient Tomb ? Ouch!

Continue on the Jank wagon.

Moose-Storm on Karnifacts

2 weeks ago

Profet93 Thanks for the suggestions! I ordered copies of Sensei's Divining Top , Ancient Tomb , and Blast Zone to add to my main deck. Top's value is too good to pass up.

Tzefick on Ugin has no Elder Dragon …

2 weeks ago

wallisface It's a restriction in the 99 so he wont just be in every deck for being a colorless exile-machine that also has a hindrance toward enemy mana rocks.

It's true you can still run him as your Commander and have your 99 be almost exclusively mono green ramp, just to get him out on the field. However in his current iteration he would slow down colored mana rocks and start blasting a singular permanent/spell every round. That's not in itself a very game winning strategy, so it falls flat if that's all you do. The effects are still very powerful, but not by itself a win condition.


If you remove the tap requirement from the active ability, your mana count is the restriction on how many permanents/spells you can exile per round. Throw in a Seedborn Muse and no one likes you anymore. It's not a very fun experience when he can sit in the Command zone.

I see that you rectified in your later comments to show that there needs to be a limit on the exile ability. The simplest solution to allow him both be in combat and use his ability could be to grant Ugin Vigilance, so he can attack freely and be ready to blast something - while also having the option of just staying back to blast something. I think it would be a mistake (or rather a nerf) to tie it with an attack condition. That would remove the ability to reactively exile a spell on the stack or a nonland permanent on the board - especially on an opponent's turn.

As for how people deal with Ulamog, the Ceaseless Hunger : it takes two permanents out when cast and that's pretty much the end of it, until something makes it possible for the owner to cast it again - which generally only happens when it is exiled itself while being a Commander or if it is played in the 99 of a self-bouncing deckshell. Ugin's exile as an active ability has a much higher ceiling and it can hit spells. So if not kept in check Ugin could just dominate the board singlehandedly. Also there's still a significant difference between 8 and 10 mana in a single burst.


I think I read MagicMarc's comment on turning any land into Wastes and didn't see that you only had it hit nonbasic lands. Anyhow a Blood Moon effect would be more manageable, but I honestly don't know if Ugin needs the boost. Also Blood Moon is symmetrical - whereas Ugin doesn't even hit your lands, and wouldn't much care either way with his chromatic mana ability anyhow.


And like plakjekaas mentions, colorless can acquire similar ramp potential as green, but in magical Christmas land, they can acquire it MUCH faster.

Turn 1: Ancient Tomb into Mana Vault into Mana Crypt into Sol Ring into Grim Monolith into Ugin. All on turn 1. Turn 2 you can cast Unwinding Clock to just make your opponents scoop even faster. Granted, wallisface's version that can gatling gun exile nonland permanents does not exile spells, so there is a chance to deal with Ugin if you somehow get the appropriate mana in basic lands to cast a board wipe or Diabolic Edict - as colored mana rocks will just be wiped with Ugin before you get to untap. The Ugin player does kinda need a way to increase Ugin's power to hit 21 Commander damage faster, but from there it's just a grinding battle. If the opponents manage to deal with Ugin, he'll likely just come right back the following turn.

I don't think this is a good goal for creating new cards. Not everything has to be cEDH worthy. The card as it is in the OP is strong but not dominating, and I think that's fair. Switching the nonland permanents opponents controls tap for colorless to a one-sided, colorless Blood Moon is probably acceptable. Making Ugin fully colorless will only make the card more problematic for Commander as everyone can suddenly include a Legacy Weapon + Ertai, Wizard Adept on a protected body.

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