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.
: Add to your mana pool.
|Want (5)||Ender666666 , MisterFamous , thomas9790 , chexmixtoon , Miv-Nizzet|
Printings View all
|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
Commander / EDH:
All decks: 0.07%
UR (Izzet): 0.53%
UB (Dimir): 1.15%
WUB (Esper): 0.42%
Halimar Depths Discussion
2 days ago
Cut the duplicates
- 1x Snow-Covered Forest
- 1x Snow-Covered Island
- 1x Snow-Covered Swamp
- 1x Forest
- 1x Island
- 1x Swamp
- 1x Dryad Arbor
- 1x Urborg, Tomb of Yawgmoth
- 1x Tainted Wood
- 1x Tainted Isle
Other good (utility) lands which are always good:
- Scavenger Grounds = mass graveyard-hate (exiles EVERY yard, which is including your own) on a land: because it's colorless you can... no you should play it everywhere (except in decks like muldrotha here which care a lot about the ohn graveyard)
- High Market/Miren, the Moaning Well = sac outlet on a land (I can highly recommend those lands
- Reliquary Tower = only worth the slot if you have TONS OF CARDDRAW I never found this card good outside of blue and black decka with wheel effects or cards like Ad Nauseam or Necropotence
- Geier Reach Sanitarium/Mikokoro, Center of the Sea = let's draw cards
- Haunted Fengraf/Buried Ruin = let's bring things back
- Rogue's Passage = make creatures unblockable
"Slow Lands" which sadly enter the battlefield tapped but, (in my opinion) are worth that downside:
Bojuka Bog = graveyard-hate on a land: which is every of my black decks, because somebody is always playing graveyard strategies
The Tri-lands = like Opulent Palace
I can also highly recommend visiting as a source of inspiration.
It would really appreciate it if you would visit some of my decks and leave comment there
1 month ago
1 month ago
Crush of Tentacles is a great form of flavorful removal. Cryptic Serpent and Deep-Sea Kraken are a couple other fatties you can cheat in for less mana. Also kinda surprised you don't have Halimar Depths in your build. Stormsurge Kraken can be fun, but I am biased in this as lieutenant cards are kinda pet cards for me. Reef Worm is fun, and just gets bigger and bigger. Tatyova, Benthic Druid could also get you some more card draw. Hope this helps, I know I love my sea monster deck, though I went mono blue.
2 months ago
This looks like a fun deck. My only suggestion would be to work on the mana base a bit. For example, there's really no reason to be running Tranquil Expanse, a tapland with no upside. There are a lot of replacements such as Temple of Plenty for scry, Scattered Groves for fetching and cycling, or even Graypelt Refuge or Blossoming Sands for life gain. You could also look at bounce lands such as Selesnya Sanctuary, or filter lands such as Sungrass Prairie. Those are just the WG ones, but there are WU and UG equivalents for most of those dual lands.
Some other cool lands are: Treva's Ruins (a good replacement for Seaside Citadel), Soldevi Excavations (scrying for 1 generic), Halimar Depths, and Mistveil Plains (return card from graveyard and then tutor for it).
2 months ago
3 months ago
Thanks JBecicka for the feedback, I was thinking that gilded lotus was a bit expensive, I'll replace that with an arcane signet. As far as lands go, I'll take out the bounce land and Temple of the false god, what's your opinion on Vesuva in this deck and Halimar Depths ? Also considering taking out the Open the Vaults as I have Dance of the Manse in there. Also considering taking Thran Dynamo and Mystic Forge out to lower cost. Also going to take out The Immortal Sun and throw in some more lower-cost instants/counters for the nonland cards I am taking out.
3 months ago
Thanks for your comment. Inrememberance.
Your right that the deck could be, needs to be more consistent.
The problem is that Miracle decks take a LOT of at least semi necessary parts to work right.
You say the deck is trying to do to much and that that is the reason for the too many semi necessary parts.
I disagree that the deck is trying to do to much.
Here is what the deck is trying to do:
Scry, stack the deck, discard, draw to help do the first 2 points o of point 1, point 2 above.
Counterspell, removal, to: A. Disrupt opponents, slow them down, so that can have the time to achieve the above objectives. B. To Prevent other decks from disrupting what this deck is trying to do.
Board Wipe. Related to Points 3,4 above.
So those 5 points show that the deck is not trying to do to much, those 5 things are semi necessary to necessary, and without those 5 points, things, the deck wont work period, let alone be a little less consistent.
So because of the deck needing those 5 points, things, and because that does make the deck a little less consistent, then all one can do is:
Put in those 5 needed points, things, parts, etc, into deck. If that makes deck go over 60 cards, then so be it.
The trade off of the deck working is WORTH the deck not being as consistent, not having as good of drawing odds, because the DECK NOT WORKING IS WORSE then not as good drawing odds, less consistency.
The deck has at least 18+ something SEMI VERSATILE DRAW CARDS THAT DRAW AND DO OTHER NEEDED THINGS.
The deck has about 9,10,11+ SCRYER'S THAT STACK THE DECK, DIG, GO THRU CARDS, PUT UNWANTED CARDS SO THAT THOSE UNWANTED CARDS ARE NOT AT, NEAR TOP OF DECK, SO THAT WONT BE DRAWN.
Because of the 18+ LOTS of draw, and the 9-12+ scryers, deck stackers, the deck is, has a lot more at least semi consistent, to consistent, better, drawing odds, etc, then you think.
You say that your decks have had draw in them. I seriously doubt your deck, decks had anywhere remotely close to as much draw, scrying, deck stacking as this deck has.
And even if you are, were to be right, and your decks were, used to be over 60 cards, and had a lot of draw, scry, and because of that, werent as consistent, then fine the deck is less conaistent, But better being less consistent, then to not have the needed parts and to not work at all, which is worse then being less consistent, etc.
Also Miracle decks will continue to be less consistent, needing too many needed parts to be more consistent, until such time as MTG, WOTC, makes better, atronger miracles, better draw, scry, discard, enablers, etc, IF EVER.
Because of that, the most optimized Miracle decks will, would be about tier 1.83 to about tier 2, to about tier 2.15, semi competitive, dark horse, spoiler, rogue, etc, decks.
As to what you said about running more fetchlands. I might be able to run 2 more fetchlands, by running 2 Alchemist Refuge, instead of 3, and 2 Halimar Depths , instead of 3 of them to add 1 blue black shockland and 1 blue black fetch land to add 2,3 Scheming Symmetry .
If I add that card, because its a great card for the deck, I would have to run the card, color black as a splash color. I dont think going Sultai, blue, black, green would work, with what the deck is trying to do.
While black has, is better removal then Wrath, Lightning Axe, Bonfire of the Damned, unless black's removal also enables miracle cards like Temporal Mastery, Wrath, thru scry, discard, just like with Lightning Axe, Magma Jett, etc, then while black is better removal, black's removal doesnt also enable miracles thru scry, discard, draw, etc.
Because of that running Black, Sultai, dumping red, lightning Axe, wont work as well for this deck, and what it wants to do.
1 possible, theoretical problem using scheming symmetry to tutor, search up the miracle cards and putting them onto top of library, is it allows opponents who have far nastier stuff then miracles in their decks to get those things and them use those things against the deck.
Also nust like with Noxious Revival, a weakness is opponents using discard, disruption, mill, etc, against deck.
Not sure if 7 counterspells would be enough to have a counterspell avaliable to stop a opponent from ether benefiting from Symmetry, an or disrupting. 7 might probably be enough, but might need 8 counterspells, instead of 7. But not enough room for 8 counterspells, instead of 7.
As far as adding 1 more Jace the Mind Sculptor. I would love to do that.
The problem is the only way I see to add 1 more Jace Mindsculptor is to either go with 5 scryer's, instead of 6 scryer's and either go with either 3 Serum Visions , or 3 Scour All Possibilities , instead of 2 of each.
Also Jace is 4 cmc. I have noticed in playtesting, that if run only 2 Jace, he doesnt come out often enough. And if run 3 Jace, he comes out too often, cost too much mana early. If I were to run 2 Jace, Like I do now, but with even more draw, scry, etc, that might or might not work, but then if I ran more draw, scry, I might then, would have too much, and also not enough room for the other needed things
And some people say this deck DURDLES(Does the same things over and over, without doing anything, with doing nothing else, and only just drawing, scrying a lot of cards, and have recommended cutting draw, scry down(which I disagree with)
Only other way to add 1 more Jace, would be to just add 1 more card slot to deck, and go with 1 more card over 60 cards, by adding 1 more Jace
I'll take another look at trying to figure out how to add 1 more Jace, but I dont see the room,etc, to add another Jace.
Thanks again for your comment. While I aggree with, and disagree with some parts of your comment, thanks for being constructive, and explaining your comment.
While I might probably not use all your advice, suggestions, I will try out some of your advice suggestions.