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 .
|Want (5)||iwhoshouldfly , deathdealer1225 , Damenoth , Infinte_man , DJsaxe|
Printings View all
|Commander 2020 (C20)||Common|
|Commander 2018 (C18)||Common|
|Duel Decks: Jace vs. Vraska (DDM)||Common|
Combos Browse all
|Commander / EDH||Legal|
Halimar Depths occurrence in decks from the last year
Latest Decks as Commander
Halimar Depths Discussion
3 days ago
Halls of Mist is fun, Maze of Ith, Mystifying Maze, Labyrinth of Skophos all deal with attackers. Another way to deal with creatures is with removal: enter Quicksand and Mouth of Ronom. When protecting your own creatures Yavimaya Hollow is the best. With your general being a 6/6 Arena will kill quite a few unfortunate souls.
Soldevi Excavations is good filtering on a land, Search for Azcanta Flip is great for finding noncreature spells; however, note that it also cannot get lands. Halimar Depths is a one time top deck filter, you have to decide whether entering tapped is small enough to ignore. Castle Vantress is going to be the best land for this, four mana plus a tap is expensive though.
All creature lands are great, but given enough mana Urza's Factory is even better, just pumping out creatures. Hostile Desert takes advantage of all the lands that will undoubtedly be entering your graveyard. Of course the aforementioned Field of the Dead is the best at generating blockers and possibly attackers.
1 week ago
Hey so this week I was thinking about this deck, and I think that Halimar Depths could probably replace Lonely Sandbar as a 2-of. Very rarely do I cycle Sandbar and much more rarely is it actually very miraculous. Most of the time, the experience is that I play it on T1 and I'm frustrated because I can't cast my cantrip spell in hand. Halimar Depths is good on T1 or T2 and it helps you with a potential missing combo piece. What do you think? (in response to your comment on my selling post, I will definitely stick around)
1 month ago
Counterspell, Quicksilver Fountain, Cloak and Dagger, Whispersilk Cloak, Dissipate, Stolen Identity, Tideshaper Mystic, Capsize, Insidious Will, AEtherspouts, Rewind, Dissolve, Telemin Performance, Commit / Memory, Explorer's Scope, Lonely Sandbar, Halimar Depths, Desert of the Mindful, Remote Isle. These are all off the top of my head, apologies for any repeats.
2 months ago
Lowenstein - I honestly have only been able to use Halimar Depths if it's in my opening hand, in which case it's very good, because I'm not really doing much but setting up my hand anyway in the early turns, and it's nice to be able to set up natural draws or a cantrip draw, and it helps inform which cantrip is best at a given juncture. But I probably would never want more than 1. Evermind is weird. It's a nice thing to have in hand as an insurance policy to avoid fizzling by assuring a lot of draw power, let's me take an extra draw if I see something with Serum Visions I don't want to chuck to Sleight of Hand, and as long as you're making plenty of mana through Psychic Puppetry, the high cost just isn't relevant that often, but the extra draws are. I still haven't gotten when to use Evermind down to a science though, and have certainly spent mana on it when it probably wasn't needed, and have been hesitant to use it, then fizzled. I am thinking of splitting between Tolaria West and Sylvan Scrying though. Tolaria's speed is too often an issue, and forces me to survive by Twiddling opposing creatures more than I'd like. I also think Sylvan Scrying would make Peer Through Depths a lot more useful for setting up early, and would probably run it as a 4-of with Scrying in the mix.
Just made some updates to test.
2 months ago
Also, Halimar Depths? I have the deck on paper as well and those two card choices really stand out to me.
plakjekaas on None
3 months ago
There's a thousand reasons to play taplands:
As I mentioned earlier in the thread: Critter lands, they wear equipment pretty well after a boardwipe, to swing in for the final points of damage
you want to win with Maze's End
you have lifegain synergies
you have landfall synergies in budget and Evolving Wilds is your way to go about it
you have a graveyard synergy deck and Mortuary Mire recurs your needed piece
cycling lands (Forgotten Cave) in the early game when you dont need the carddraw yet
you play 5 colors on a budget and therefor you play Vivid Crag and the rest of its cycle
Dryad Arbor is basically a tapland that you can use Green Sun's Zenith to search up (not really tapped, but it is summoning sick, which means you can't tap it for mana the turn it comes into play either)
Hideaway lands (Mosswort Bridge and the like)
3 months ago
Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)
Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.
Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.
I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.
I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.
Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.
Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.
Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.
4 months ago
Thalakos Seer, Dig Through Time, Temporal Trespass, Baleful Strix, Vela the Night-Clad, Arcane Adaptation, Ukkima, Stalking Shadow, Thieves' Guild Enforcer, Mystical Tutor, Dream Cache, Personal Tutor, Sensei's Divining Top, Scroll Rack, Cover of Darkness, Soothsaying, Halimar Depths.