Ancient Tomb

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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
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancient Tomb


: Add . Ancient Tomb deals 2 damage to you.

Profet93 on Evil dead ☠️ (Ode to Sheoldred)

2 weeks ago

Veethevvitch +1

Sorry for the delayed response. Xtough's suggestions are on point!

Ancient Tomb > Temple of False - Upgrade.

Speaking of lands, you should add a few more, you're running really low. With an avg cmc of 3.25, are 25 lands and your rocks + draw enough to ensure you don't get mana screwed?

I'm normally all for tutors in mono black. I have a mono black tutor tribal deck for that purpose. But given all your draw and your goal to lower ur avg cmc, here are some cuts to consider...

Dark Petition + Increasing Ambition + Insidious Dream (and maybe) Razaeths Rite - Expensive to find what you need. Insidious dream is the prime cut because it folds to counterspells as additional cost to cast, discarding, and not even putting them in your hand. Requires too much set up and support to use to it's full potential.

Forever Young - Black has much better creature recursion.

Lili Dark Realms - It either tutors for a swamp to hand, is a removal piece and a hard to achieve ultimate. If you're going for more cEDH/competitive, why not swap it out for Karn, the Great Creator? Karn can stop rocks, help you remove them and acts as recursion for your own artifacts.

Karn + Infernal Darkness is just great. Infernal you can usually hold onto for 1-2 turns and is counterspell bait for your combos.

Yawgmoth's Will > Magus - Upgrade (or have both)

Maybe an All is Dust to help remove problematic boardstates and enchantments like Rest in Peace. Oblivion stone is also a consider but given almost 20% of your deck are artifacts perhaps not.

MTGBurgeoning on Magar the Horrible

3 weeks ago

Rise of the Eldrazi is meant to be more of a target for Magar of the Magic Strings than a card to cast from our hand. I would love to add Ancient Tomb TO EVERY DECK haha, but, alas, a copy must become available...and at a more affordable price. To be clear, there are four lands that can tap for colorless mana (Access Tunnel, Rogue's Passage, Sulfurous Springs, Tainted Peak) and three artifacts (Mana Crypt, Sol Ring, Talisman of Indulgence). For me, Mirari is too pricey. I love the card and have tried playing with it in a variety of decks. However, it just comes down to being too mana-intensive. You hit the nail on the head with Wheel of Misfortune: we don't want to help our opponents!

DreadKhan on Trample Under Foot

4 weeks ago

Neat idea, I love seeing people making Gruul work in Legacy!

I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.

I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.

Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).

How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!

Profet93 on Magar the Horrible

1 month ago

MTGBurgeoning +1

I see you run Rise of the Eldrazi but only 1 land that can tap for colorless. I know you have some artifacts that can assist with that, but have you considered adding an Ancient Tomb to make it easier/ramp? Or is that card too mainstream for your tastes?

Mirari - Or is it too winmore/doesn't work with your commander?

I have yet to actually review your deck tech, I just saw the savage beating part which was pretty cool. I also got to hear what you sounded like.

Wheel of Misfortune - Draw/discard outlet, or is it too random/help opponents?

Profet93 on Give me some cards

2 months ago


My mistake.

Sapphire Medallion - Ramp

Reliquary Tower - I might be missing why it's not included.

Alhammarret's Archive - Or is it too winmore?

Ancient Tomb - Ramp

Profet93 on The Plague 2

2 months ago


Deserted Temple - Untap coffers + politics

Crypt of Agadeem - Ramp

Ancient Tomb - Ramp

Reliquary Tower - Utility for all your draw

Cover of Darkness - Evasion, maybe in place of filth? Unsure.

Thrilling Encore - Since your deck goes wide, this can help you recover after a wipe. Alternatively, you can steal opposing creatures as well.

Malakir Rebirth  Flip/Feign Death/Supernatural Stamina - In response to removal on your commander, brings it back and trigger it's ETB again.

Imp's Mischief - While typically not seen as much in go wide decks, its my pet card so I want to recommend it. It can "counter" counterspells, and redirect targeted removal, draw and extra turns.

Profet93 on Yahenni, The One Punch Partisan

3 months ago

sonalexander +1

The Ozolith - Save counters

Ancient Tomb - Ramp

Contamination - Synergy with reassembling skeleton and bitterblossom. It does shut down coffers and Nykthos but also shuts off opposing cradles and other large mana producing lands. Do note it's cousin, Infernal Darkness which does not. Both are counterspell bait.

Imp's Mischief - Counter counterspells and redirect targeted removal, draw and extra turns.

How do you deal with artifacts and enchantments?

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