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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Legality

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

Halimar Depths occurrence in decks from the last year

Latest Decks as Commander

Halimar Depths Discussion

TheVectornaut on No Deck for you

1 month 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.

bl4ckb0l7 on [PreCon] Moving Shadows - Rogues & Ninjas

2 months ago

Halimar Depths would be a nice utility addition here.

Tropical_December on Land Interaction

3 months 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.

Petrified Field is great for recursion of valuable lands, Tolaria West will find the valuable lands and when paired with the field you get two tutors.

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.

Lowenstein on Twiddle Storm - The Worst Oiled Machine

3 months 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)

Wizard_of_the_Broke on Dig for Fire 2.0 (Twiddle Storm)

5 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.

Lowenstein on Dig for Fire 2.0 (Twiddle Storm)

5 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

6 months ago

There's a thousand reasons to play taplands:

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