Halimar Depths

Halimar Depths

Land

Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

: Gain .

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Halimar Depths Discussion

HiddenDeftElm on Akatsuki, the Horizon's Shadow

19 hours ago

Hi! My advice is replace some of the creatures with cheap or free counter magic. I would defiantly cut Wonder , K'rrik, Son of Yawgmoth , Spark Double and Throatseeker the rest is up to you. Don't under estimate free creatures without evasion like Memnite and Phyrexian Walker .

Some disruption spells i would recommend are Commandeer , Chain of Vapor , Flusterstorm . Their expensive so some budget options are Fatal Push , Misdirection , Murderous Cut , Spell Pierce . Also i would recommend some library manipulation like Spy Network , Ponder , Mission Briefing , Lim-Dul's Vault (its good but expensive). Scroll Rack and Sensei's Divining Top are also great top deck manipulation but probably no worth the money.

I recon Access Tunnel , Blinkmoth Nexus , Halimar Depths and Mystic Sanctuary should replace Path of Ancestry , Temple of the False God , Isolated Watchtower , High Market .

Finally i would recommend some better high CMC cards to reveal with Yuriko activation's. Some of the cards i recommended already double as good reveals but you could add: Sea Gate Restoration  Flip, Nexus of Fate , Time Warp . Their not budget friendly but there good. Take out two lands if you use Sea Gate Restoration and Agadeem's Awakening  Flip for obvious reasons.

I hope this helps :D

multimedia on Thunderbutt

3 weeks ago

Hey, good job upgrading the precon on a budget.

All players at some point have problems with mana screw; it's just part of the randomness of the game when playing more than one color. Ways to reduce the possibility of getting screwed with lands on a budget are slim because you're relying on basic lands, but there's some hope from nonland cards. The three Guild Signets: Izzet Signet , Simic Signet and Gruul Signet are more 2 drop mana rocks that are ramp you can tap any land to make two different colors of mana. Roiling Regrowth is less good Harrow ; more mana fixing with basic lands.

Of course upgrading the manabase with more dual lands: Bond lands, Shock lands, Filter lands, Pathways and less basic lands would help with color fixing. These lands can be expensive and there aren't a lot of good budget options: Shivan Reef , Ash Barrens , Evolving Wilds , Terramorphic Expanse .

Kalamax is nice with more lower mana cost instants that draw or filter: Brainstorm , Impulse , Manamorphose . Solve the Equation is a new card from Strixhaven; it's a tutor for any instant or sorcery. Return of the Wildspeaker is a powerful draw effect with Kalamax because it's going to have high power.

Storm-Kiln Artist is another new card from Strixhaven and it's a repeatable source of treasures which can be saced to make any color of mana. Artist has magecraft which is a busted mechanic with Kalamax because it triggers when you copy a spell. With Artist in your control + tapped Kalamax you create two treasures just by casting the first instant on a turn. If you combo with tapped Kalamax + a Fork this creates infinite treasures which is infinite mana. Prismari Command is an instant that can create a treasure token, two with tapped Kalamax as well as do other effects.


Some cards to consider cutting:

If interested I offer more advice. Would you like more advice? Good luck with your deck.

Raging_Squiggle on Wich triggers first, Landfall or …

3 weeks ago

The chosen answer has some inaccuracies.

Both the Rampaging Baloths and Halimar Depths trigger at the same time. Since you control both triggers, you decide in what order they go on the stack, and therefore in what order they resolve.

Parallel Lives does not trigger, it replaces the event of tokens entering with twice as many tokens entering the battlefield instead. These tokens enter the battlefield at the same time, not one after another.

Since the tokens enter simultaneously, Path of Discovery will trigger twice and you can decide in what order they go on the stack. Path of Discovery does not modify the state of any creatures, tokens or otherwise. It simply has a trigger that occurs whenever a creature ETB’s.

Once all is said and done, you’ll have the two tokens with either a +1 counter on one or both depending on the results of their respective Path of Discovery triggers. Then, depending on how you stacking Rampaging Baloths and Halimar Depths , you might have a Depths trigger to resolve, or you might not.

Gidgetimer on Wich triggers first, Landfall or …

3 weeks ago

You are welcome and since berryjon and I have conflicting answers here is the proof of mine.

603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.

603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.

When Halimar Depths enters the battlefield it triggers, because it entered, and Rampaging Baloths triggers, because a land entered. Neither trigger goes on the stack until a player would receive priority. The next time a player would receive priority you have two triggers to go on the stack. You, as the controller of the abilities get to decide what order they go on the stack.

Since we are already neck deep in an explanation I was trying to avoid I am also going to mention that Parallel Lives does not have a trigger. It is a static ability that creates a replacement effect that replaces tokens entering with twice that many tokens entering instead.

603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”

614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.

berryjon on Wich triggers first, Landfall or …

3 weeks ago

First in, Last out. Halimar Depths ETB's and its ability goes onto the stack. Then, Rampaging Baloths goes on the stack.

Baloths resolves, putting Lives and Discovery onto the stack as a creature that also happens to be a token has entered the battlefield. As they look at different things - Lives looks at the token itself, Discovery modifies the state of the token, the order doesn't matter. Once the duplicate token from Lives ETB's, then regardless if the Discovery trigger for the first token has resolved or not, the copied token puts a Discovery trigger on the stack. Both of those resolve, and you have two Baloth tokens with zero or one +1/+1 counters from the Explore trigger.

Then you resolve the Halimar trigger and look at the top of your library.

Quickspell on Wich triggers first, Landfall or …

3 weeks ago

When I play Halimar Depths and due to Parallel Lives my Rampaging Baloths creature tokens explore for 2x4 on their Path of Discovery ...

...when does Halimar Depths' trigger resolve? Before or after the exploring? Does the landfall/creature-etb trigger first, or the land-etb?

BeesGetDegrees on Pillow Fort Mill

1 month ago

Removals • Bioessence Hydra - Expensive for the cost and really only can pop if you’re out with a ton of planeswalkers. - Doesn’t truly allow to combo off or put yourself further in a win position • Vryn Wingmare - Just ok. Could levy into stronger creatures. • Martial Coup - An ok board wipe but there’s better ones out there. • Altar of Dementia - Not valid as sacrifice doesn't proc with totem armor • Really Good spread of Lands. Quick pace and some very solid duals that keep up your pace • Dovin Baan - Does not help advance your enchantment Mill objective. • Dovin, Hand of Control - Not great in commander as you have to activate it on your turn • Kiora, Behemoth Beckoner - You’re not hitting with large creatures. Mill is your objective with a subtheme of enchanted/totem creatures • Finest Hour - You’re milling, not attacking. You already should be having fliers anyway.

Suggestions: • Common theme that the deck needs to be built from a behind position. You have an easy commander to keep some BRUTAL pieces alive and well.

• Many of your creatures do not utilize tapping effects (which should be your goal with the commander).

• Will need some life gain enchantments to stay in the game

• No easily combo pieces or blink pieces - Dramatic Reversal - Mindcrank

• Creatures that tap for mana and have totem armor. Easy ramp - Karametra's Acolyte

• Creatures to help Mill or slow down the game - Fleet Swallower - Dreamborn Muse - Silent Arbiter

• More instant or sorcery spells that actually can mill an opponent - Maddening Cacophony

• Creatures that can grow unhindered with totem armor - Scute Mob - Sun Titan - Bishop of Rebirth - Danitha Capashen, Paragon

• Completely missing ramp/ability to draw specific lands - Aesi, Tyrant of Gyre Can always enchant him for free unlimited lands - Cultivate

• Exile graveyard Pieces or different lands - Halimar Depths - Bojuka Bog - Myriad Landscape

• Better enchantments that are not expensive - Mirrormade - Memory Erosion - Patient Rebuilding

• Absolutely need some mana rocks

TheVectornaut on No Deck for you

3 months ago

You have a lot of 5+ cmc cards and not a lot of lands to guarantee they get cast. I'd rather have more mill spells and creatures in the 1-3 range to ensure you're advancing the gameplan in the early stages of the game, especially with only 19 lands. If you do want to keep costs high, Broken Ambitions could make a lot of sense as your counterspell of choice. Otherwise, I like Didn't Say Please or Drown in the Loch for mill, Cryptic Command for flexibility, Dream Fracture for forced draw, or Mana Leak if you just need something efficient on a budget. In replacing Brainstorm, it depends on whether your intentions are to draw as many cards as possible for Jace's Erasure or stack your deck. Visions of Beyond is the more obvious solution to both problems if you can afford it. For card draw, some options are Sphinx's Tutelage, Psychic Corrosion, wheels like Windfall, symmetrical draws like Howling Mine, and maybe a sink like Blue Sun's Zenith. For the more general plan of fixing your draws cheaply, Halimar Depths, Serum Visions, Sleight of Hand, and Telling Time are options that come up frequently.

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