Drowned Catacomb

Drowned Catacomb

Land

Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.

: Gain or .

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Printings View all

Set Rarity
Ixalan (XLN) Rare
Archenemy: Nicol Bolas (E01) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
2010 Core Set (M10) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Modern Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
Arena Legal
1v1 Commander Legal
Pioneer Legal
Historic Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Drowned Catacomb occurrence in decks from the last year

Latest Decks as Commander

Drowned Catacomb Discussion

LitchOubliette on Commander Staples Cube

1 week ago

Changelog (22/11/2020)

White

Blue

Black

Red

Green

Multicolored

Colorless

Mana Fixing

TriusMalarky on LIFE GAIN DOES MATER

4 weeks ago

Anyone claiming Spell Pierce is bad is insane. It's an amazing card in any playgroup that is tuned in any way. is a pretty big tax. However, it's not good as generic countermagic -- it's for crushing combos or protecting your combo.

If your playgroup isn't tuned to any degree, doesn't run many combos at all, and you're not using a combo wincon, replace Spell Pierce. If you're playing anything other than low power hyper casual commander, keep Spell Pierce and add more countermagic. Every blue deck should include Negate, Counterspell, Dispel.

Second, you have 14 taplands. This is horrible. I don't care what meta you're in, fix that. I'll give you some tips: River of Tears, Nimbus Maze, and Caves of Koilos are all really cheap and will make your manabase a lot better. Cut a handful of taplands for more basics -- they're great and in budget manabases they are necessary for making your deck work. Glacial Fortress, Isolated Chapel, Drowned Catacomb aren't too pricey and will make your manabase MUCH better. Tainted Field and Tainted Isle are pretty cheap.

Cards I'd cut: Debt to the Deathless, Death Grasp, Serra Avatar. They all just cost too much mana.

Kratos1810 on Daddy's Belt

4 weeks ago

Replacements:

1x Arcane Sanctum SL - Swamp

1x Azorius Chancery SL - Port Town

1x Boros Garrison MP - Clifftop Retreat

1x Crosis's Catacombs HP - Mountain

1x Crumbling Necropolis SL - Island

1x Dimir Aqueduct SL - Drowned Catacomb

1x Dromar's Cavern HP - Plains

1x Izzet Boilerworks SL - Sulfur Falls

1x Mystic Monastery SL - Mountain

1x New Benalia MP - Plains

1x Nomad Outpost SL - Swamp

1x Orzhov Basilica MP - Isolated Chapel

1x Rakdos Carnarium SL - Dragonskull Summit

1x Reliquary Tower SL - Island

1x Temple of Enlightenment SL - Glacial Fortress

1x Temple of Epiphany - Island

1x Temple of Malice SL - Swamp

1x Temple of Silence - Swamp

1x Temple of Triumph SL - Battlefield Forge

1x Urza's Mine SL - Evolving Wilds

1x Urza's Power Plant - Terramorphic Expanse

1x Urza's Tower SL - Field of Ruin

TheOneDemon on Here there be DRAGONS!

1 month ago

Alrighty, changed a few things with the land base!

Removed -

Cinder Glade

Drowned Catacomb

Mountain

Prairie Stream

Sunken Hollow

Sunpetal Grove

Zagoth Triome

Added -

Blood Crypt

Breeding Pool

Mana Confluence

Overgrown Tomb

Prismatic Vista

Stomping Ground

Temple Garden

Also added these to the maybe board I'd like to put into use, just trying to work out what to replace for them lol -

Bladewing the Risen

Door to Nothingness (For fun ;))

Golos, Tireless Pilgrim

Urza's Incubator

As always, Feiryn, your help is much appreciated! Have more of the land base on the way, but probably won't have them for a few weeks still. (Also have Hunting Grounds coming... Can't wait to use that lol.

dingusdingo on Geneva Format Cards List

2 months ago

Here are my thoughts

Don't split the land cycles

It is infinitely easier to say "Oh Geneva has painlands and checklands" rather than "Okay so Dimir has Drowned Catacomb next Boros has Sunbaked Canyon" etc. This is an ease of access point for getting started in the format but also regularly building decks in the format. Having to remember specifically which lands from all the different land cycles go into what color groups will be a huge turn off for most players. I also suggest keeping 5 color cycles for non-land cards intact too; if you have Gold Myr then include the other 4 colors as well.

Include X spells

Aside from giving nice offerings to decks as games go long, it gives you a use for all that ritual style mana ramp in the format.

Focus your ideas for the format

Currently, it seems like Legacy card pool with Pioneer power levels, except the only style of play is "Make synergy then swing creature". When you wanted to make a new format, what prompted you to do so? Is there a certain type of deck you are trying to bring to prominence, or a certain type of deck you don't want to see in the format? I think you should approach from a top-down design, rather than throwing cards at the board and seeing what sticks. It will also help in selling your idea to players, "Hey try my new format, it lets you do X Y and Z different from the other formats!"

Consider the power level you want

Your most well developed themes are madness and lifegain, both stompy builds of medium-low power level. Meanwhile, you have one of the absolute most efficient pieces of removal ever printed with Swords to Plowshares as well as 3 various alternate casting cost creature removal spells. Having hyper efficient creature removal and almost entirely creature based damage to win will create some stale gameplay rather quickly.

Focus on deck archetypes

A healthy metagame has aggro, midrange, and control, the eternal rock-paper-scissors of MTG. Aggro has good match up against control but hard against midrange, midrange is good against aggro and weak to control, and control is good against midrange but weak to aggro. Within that basic rock-paper-scissors, also consider well-known deck archetypes and builds. Some that come to mind are burn, spellslinger, combo, white weenies, tribal, prison, and mill. The format should appeal to Timmies, Johnnies, and Spikes in various ways. If I'm Johnny combo player and the only way to "combo" win is play life gain cards + life gain pay offs + attack with creatures, I'm going to lose interest in the format.

That being said, I highly recommend you get a good splash of cards into the pool for various archetypes before you get into the minutia of what each deck will play, this is currently still barer than bare-bones. Siege Rhino seems like it will be a deck to you right now, but it might not once you get the rest of the format fleshed out.

Play to each color's strengths

This format is currently just creature whack. Green is the creature and ramp color, but is primarily serving to ramp other colors and doesn't have good beaters. Blue is known for drawing and counter magic, of which we see almost none of yet. Look at the colors and think about the keywords that go alongside them, as well as non-creature spells. Red is going to want cards with haste, especially 1 drops, but also a variety of direct damage cards. Blue is going to want a handful more draw cards, probably bounce and countermagic too. Black could benefit from another discard effect beyond Duress, and that opens the door for Megrim to be a deck. Look for perennial keywords like trample, flying, first strike, haste, and even protection from color if you're feeling spicy.

Think about threats and answers

Empty the Warrens is a storm card that could fit well into a creature heavy format without throwing the entire format to Storm but still providing a new deck archetype and varied play for the format. It is a high caliber threat for decks to close games, but there are also tons of answers decks can use to handle it, such as Pyroclasm or Wrath of God or the already in-set Marrow Shards. Thinking about how decks win is crucial to designing the format, but having answers in mind for the threats keeps the format balanced. It will give players a better and more interactive experience, and it will raise the value of sideboarding immensely. Do you have a graveyard based combo for Combo Johnny? Well a Tormod's Crypt sounds like a great include to keep them in check. Lots of big hexproof/shrouded creatures for midrange to fight control? Give control effects to get around them like Chainer's Edict or even just more wrath effects. If you want the format to be dynamic, create threats and create answers.

Find synergies for cards already in the format

Do you want every deck to be a goodstuffs pile? Nobody wants that. Look to cards that are already included and give players deckbuilding choices. For example, you might think that Voltaic Key is an excellent way to get some more mileage from Worn Powerstone, and that inclusion of Voltaic Key will lead you to a few other cards that work well with the pair. Give players options, and think about the things a player will want available to them. Finding cards that nestle in alongside existing cards is an excellent way to start.

DragonSliver9001 on

2 months ago

you can cut anything cmc 4+, and i'd recommend Hedron Crab, fetchlands so you can trigger the crabs twice in a single turn, Glimpse the Unthinkable, Mesmeric Orb, and Fraying Sanity.

i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak

Feiryn on Here there be DRAGONS!

2 months ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

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