Drowned Catacomb

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

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

Drowned Catacomb

Land

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

: Gain or .

Drowned Catacomb Discussion

DoWell on Train to Busan

2 weeks ago

As far as lands go,

Urborg, Tomb of Yawgmoth
Reflecting Pool
Watery Grave
Polluted Delta
City of Brass
Command Tower
Mana Confluence
Drowned Catacomb
Sunken Ruins
Underground River

Are all some pretty good staples. They will help you bring up that blue mana % without losing out on the black mana you need. It will keep your deck consistent in obtaining color profile.

DemMeowsephs on Deadly Forms

2 weeks ago

I would recommend adding the following lands: Polluted Delta , Watery Grave , Drowned Catacomb , Prismatic Vista , Choked Estuary , Darkslick Shores , and Sunken Hollow . Otherwise, nice deck! If you end up using any of these suggestions I would appreciate if you upvote my deck: A Deal With the Devil EDH. Good luck on your deck, hope this helps, and have a nice day!

DemMeowsephs on Nikki Bella, the Ravager EDH

2 weeks ago

Lands are my favorite part of magic, so I'm quite particular about them. In a grixis deck, I would consider adding the following lands: Watery Grave Blood Crypt Dragonskull Summit Steam Vents Fiery Islet Bloodstained Mire Canyon Slough Graven Cairns Smoldering Marsh Sunken Ruins Drowned Catacomb Polluted Delta Sunken Hollow There are a lot more, maybe just look up "Grixis Lands" (Grixis means Red, Blue, Black) to find some more. In the meantime, I would use the ones above, because in commander life isn't always an issue, rather getting cards out with good lands.

SideBae on Sharuum and the Artifacts

2 weeks ago

Hey! I always thought Shrauum was a cool commander, and I love that you're running Zur's Weirding (it's one of my favorite cards). Here're some suggestions -- feel free to ignore any/all of them:

  1. Xerox cards are your friend. Ponder and Preordain belong in pretty much any blue deck, as they can dig you to what you need and past what you don't. Being one mana means they make marginal opening sevens into acceptable hands. Similarly, Brainstorm is fully capable of being very good, though it requires more of a build-around. In order for it to be good, you need some cards to assure that you don't get Brainstorm -locked; that is, stuck with two cards you don't want on top of your library after resolving Brainstorm . The easiest way to deal with this is to simply crack a fetchland after resolution, as the shuffle-effect unlocks you. While the Onslaught and Zendikar fetches are the best for this, Evolving Wilds , Terramorphic Expanse , Prismatic Vista or even just Flood Plain or Bad River are good, too.

  2. Currently, Narset, Parter of Veils is one of the most busted cards in EDH. Preventing decks from drawing extra cards essentially means she is a 'must answer' before anything else can happen, and if you pair her with your Windfall you can win the card-advantage war in one fell swoop; this interaction is also favorable with your Dark Deal .

  3. Speaking of card-advantage, you are in the best colors for it. Fact or Fiction is a very good card, especially since you put the pile you don't choose into your graveyard. Since your general reanimates artifacts, this means the card is straight card-advantage. Treasure Cruise and Painful Truths are two draw-threes I've been very impressed with, mainly due to their frequently low casting cost. Dig Through Time is one that is good too, though I don't advise running it and Treasure Cruise at the same time, as delve can get in its own way. I think Treasure Cruise is better if you want to keep your combos secondary, and Dig Through Time , which provides more card selection and less card advantage, is good if you want your combos to take the front seat.

  4. As you mention in your description, your landbase can use some work. This, I think, is actually not as big a deal as one might think though, since you have a lot of very good two-mana mana-rocks that produce your colors. Still, if you're looking to improve the deck, this is an area with potential. If you end up running fetch lands, be they Onslaught, Zendikar or Slow (see (1)'s Flood Plain ), you should at least run the on-color shock lands. Godless Shrine , Hallowed Fountain and Watery Grave can all enter untapped, and being able to grab them with a fetch land means their odds of coming out in a game go up drastically. You may want to run them even sans fetches. Mana Confluence and City of Brass are good, as they are tri-lands that ETB untapped. The check lands (that is, Drowned Catacomb , Glacial Fortress and Isolated Chapel ) are only a few dollars now and offer consistent improvement. The pain lands ( Underground River , Adarkar Wastes and Caves of Koilos ) should also be considered.

  5. One card that I think you should test with is Bitter Ordeal . This IS a combo card, but I think it is likely better than most of the other ways to profit off infinite death/ETB triggers associated with your general + copying artifact combo. There are several reasons I say this. One, it is a sorcery. This means that, if you choose to run Mystical Tutor (which I suggest you do), it can find the payoff half of your combo; right now, this would only be true if you run Enlightened Tutor (I also advise this). Running an artifact/enchantment payoff to grab with Enlightened Tutor and another sorcery-based payoff to grab with Mystical Tutor means that you can tutor for a win-condition card off either of the tutors. Second, there are fewer answers to a sorcery than a permanent. Winning with Disciple of the Vault or Altar of the Brood requires that they stay on the field throughout the resolution of the combo; a well timed Abrupt Decay , Isolate or Swords to Plowshares / Nature's Claim means lights out. While Bitter Ordeal can be countered, so can the permanents; running Bitter Ordeal just means you narrow the number of possible answers your opponents can have. Third and finally, Bitter Ordeal is really only stopped by a Leyline of Sanctity effect. It is worth noting that there are ways that opponents can prevent being milled out by Altar of the Brood (like running Kozilek, Butcher of Truth and even benefit from it ( Tasigur, the Golden Fang or Whisper, Blood Liturgist come to mind), and ways that they can avoid dying to infinite drain ( Lich , Platinum Emperion and Platinum Angel come to mind). Again, Bitter Ordeal just limits the number of answers opponents can have.

Alright. That's all I got. Good luck!

keevel on Blue Black Mill - Maralen Burn

1 month ago

I love control Mill! Deck: Mission Brief Trap

Mana base is the foundation and while a more expensive portion of the deck right now standard has Watery Grave and Drowned Catacomb catching them cheap when people sell off rotatos is a good buy.

Other than that lots of undervalued options:

Best Budget Mill cards:

SideBae on ooze tribal redux

1 month ago

I see a few areas for improvement:

So one of the main reasons to play green is the mana dorks. You should at least be running Birds of Paradise , Llanowar Elves and Elves of Deep Shadow , and you should probably be running a few more as well. Fyndhorn Elves , Elvish Mystic , Priest of Titania , Arbor Elf , Bloom Tender , Boreal Druid and Deathrite Shaman are also worth considering.

Card-draw is a big part of EDH. Distant Melody is good in any tribal deck, and depending on your typical board presence Slate of Ancestry may be worth considering, too. Fact or Fiction , Painful Truths , Treasure Cruise , Dig Through Time , Night's Whisper , Windfall , Harmonize and Concentrate are also good draw-spells. Sylvan Library and Phyrexian Arena are good pieces of permanent-based card-advantage. Mystic Remora is excellent, if transient, and at more inexperienced tables it can easily be an Ancestral Recall .

Your mana-base is worth rethinking, too. Overgrown Tomb , Breeding Pool and Watery Grave are all relatively affordable these days (because of the reprint), and City of Brass and Mana Confluence are worth running in a three-color deck, too. Depending on your budget, you may want to run fetch-lands like Polluted Delta or Prismatic Vista ; lower-budget options include Bad River , Flood Plain or the other slow-fetches. Evolving Wilds and Terramorphic Expanse , too. Llanowar Wastes , Yavimaya Coast , Underground River , Waterlogged Grove , Nurturing Peatland , Hinterland Harbor , Woodland Cemetery and Drowned Catacomb are more good dual-lands.

If you do end up running any sort of fetches, you'll have a bunch of shuffle-effects. This means Brainstorm becomes a powerful spell, as you can shuffle away bad cards while digging for the ones you want. Ponder , Preordain and Impulse are great as well.

Tutors are great -- then you don't even need to bother digging, as you can just go get what you want. Demonic Tutor and Vampiric Tutor are the gold standard, but as a pair they'll likely run you around $100. Diabolic Tutor , Lim-Dul's Vault and Dark Petition are all far more accessible. Mystical Tutor and Worldly Tutor are also good, though I don't think they'd be as good as the non-restricted tutors.

You also need to consider removal. Toxic Deluge , Pernicious Deed , Damnation , Decree of Pain and Cyclonic Rift are all great boardwipes. Nature's Claim , Krosan Grip , Casualties of War , Assassin's Trophy , Abrupt Decay , Windgrace's Judgment and Ashes to Ashes are good forms of spot-removal.

Narset, Parter of Veils and Ashiok, Dream Render are both powerhouses in EDH. Narset is especially busted if paired with a Windfall .

Speaking of value-town, consider Villainous Wealth . Notion Thief and Eternal Witness are great, too.

Finally, you might want to consider a reanimation package. Entomb or Buried Alive paired with Animate Dead , Reanimate , Dance of the Dead or Necromancy is a great way to get fatties out fast. Reanimating Grave Titan , Massacre Wurm or Inkwell Leviathan can swing the game in your favor real fast.

Good luck!

SideBae on Dimir Zombies

1 month ago

I don't think you need more combos... I think you need better mana, tutors and card draw to make your current combos more consistent. Running one or two combos is probably good enough, especially since zombie decks tend to be good at the beat-face plan, too. Counter-magic is worth considering, though not everyone likes running it.

Mana: Ramp is a big part of EDH. Having fast, reliable access to your colors is indispensable -- this is part of the reason two-cost rocks are better than three-cost rocks. I think Talisman of Dominance is probably better than Commander's Sphere . It comes down a turn earlier, and it allows you to cast your general turn three. Cards like Charcoal Diamond , Sky Diamond and Coldsteel Heart are also good, though their coming into play tapped is a real setback. Underground River is a land you should consider, as are Morphic Pool and Drowned Catacomb .

Tutors: Demonic Tutor and Vampiric Tutor are the gold-standard here, though they're also rather hard to get ahold of. I like Dark Petition and Diabolic Tutor ; you might want to consider Entomb or Buried Alive to get your Gravecrawler and friends into the 'yard. If you include Animate Dead , Reanimate , Necromancy , Exhume and/or Dance of the Dead you can get out your Grave Titan or Overseer of the Damned real fast. Reanimation packages are good.

Card Draw: There're a few cards I think you either didn't know about or overlooked in this area.

  1. Graveborn Muse : This card is BUSTED in zombie decks. Even staying out for just one turn cycle can get you four or five cards easily, making it a way better Phyrexian Arena . If you choose to run something like Whip of Erebos , you can pretty easily recoup the life.

  2. Night's Whisper / Chart a Course : Two-mana draw-twos have always been pretty good. In a top-deck war, these can make all the difference.

  3. Cantrips: Ponder , Preordain and Brainstorm are all excellent cards; in Vintage, these are signatures of Xerox-decks. They'll dig you to lands if you need them, and get you past lands if you don't. Note that Brainstorm goes from OK to really good with the inclusion of shuffle-effects, like your Evolving Wilds . Running more of these lands, like Prismatic Vista , Flooded Strand , Polluted Delta , or even just Bad River or Rocky Tar Pit is a good idea.

  4. Treasure Cruise / Dig Through Time : These are good ways to utilize lands or similar non-functional-in-graveyard cards you mill with Gisa and Geralf . Depending on how full your yard typically ends up, running one or both of these is probably a good idea.

  5. Skullclamp : Pair this with your Gravecrawler for instant value.

  6. Distant Melody : I'm not sure how many zombies you have, but having an average of four or more zombies will make this worth including.

  7. Slate of Ancestry : This is similar to Distant Melody , but is more repeatable.

  8. Undead Augur : This card will help you out-draw opponents.

  9. Corpse Harvester : While not technically card-draw, it is a good form of card-advantage. It'll get you both swamps and whatever creature you need. If you include Fetid Pools , Sunken Hollow or Watery Grave , you can fetch those, too.

  10. Fact or Fiction : This is card-draw and self-mill all packed into one card.

Beat Face:

  1. Zombie Master : Pair this with Urborg, Tomb of Yawgmoth and your creatures are unblockable.

  2. Cover of Darkness : This is a good secondary evasion plan. Lord of the Accursed is a similar card that also buffs your guys.

  3. Death Baron , Undead Warchief and Lord of the Undead : These lords make your dudes all the more potent. Note that buffing toughness makes the Gravecrawler + Skullclamp loop harder to pull off.

  4. Patriarch's Bidding : This is a great way for tribal decks to come back from a boardwipe.

  5. Coat of Arms : This is a lot of mana to invest in an easily-killed artifact, though it is worth considering. This can rather easily pump your guys with +5/+5.

  6. Gray Merchant of Asphodel : This is a good way to recoup life, while at the same time pressuring your opponents' life totals.

  7. Rot Hulk : I'd run this in any zombie deck.

Counter-Magic: Force of Will , Mana Drain and Pact of Negation are the gold standard, though difficult to get ahold of. Consider the following:

  1. Counterspell : This is a better form of Cancel .

  2. Spell Snare : This is a good, affordable counter spell that can take out an opposing Demonic Tutor or Flash -combo without difficulty.

  3. Negate / Countersquall : This will hold off boardwipes and keep your guys alive.

  4. Exclude : In a creature-heavy meta, this is probably worth running as it does not cost card advantage.

  5. Cryptic Command / Dismiss : Four mana is a lot to leave up in this sort of deck, but these can be powerful. You should at least consider them.

Right -- that's all from me. Good luck!

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Drowned Catacomb occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

UB (Dimir): 2.86%

WUB (Esper): 1.13%

UBR (Grixis): 1.23%

BUG (Sultai): 1.32%

Modern:

All decks: 0.15%

Standard:

All decks: 0.9%