Deep Water

Combos Browse all Suggest

Legality

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
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deep Water

Enchantment

(Blue): Until end of turn, if you tap a land you control for mana, it produces (Blue) instead of any other type.

TheChaosVault on Modern Mono-Red Mill

7 years ago

I understand that Red isn't good at mill, but that's not the point of this deck. It's like building a deck based around Deep Water or Adventurers' Guildhouse. I did it solely to prove that a mono-Red deck could play mill. Actually making a deck that could consistently win was not a priority. Still, thanks for the feedback.

BATUECK on If you squint its twin

8 years ago

This is good but, you need Deep Water at 20.

Have (1) ZathenDother
Want (0)