Overgrown Tomb

Overgrown Tomb

Land — Swamp Forest

(: Gain or .)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Overgrown Tomb enters the battlefield tapped.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Ravnica: City of Guilds (RAV) Rare

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Legality

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

Latest Decks as Commander

Overgrown Tomb Discussion

Apollo_Paladin on BlackGreen Knights Adventure

1 week ago

Also, don't miss that Knight of the Ebon Legion is "if a player" not "if an opponent" has lost 4 or more life.

These guys will beef up even when you take damage.

So, stuff like: Lucky Clover + Foulmire Knight, and play down a shock land untapped (Overgrown Tomb) even if you don't need the mana = +1/+1 counter on each one. There's some really sneaky ways you can pump up counters on these guys, especially with multiples in play.

Massacar on Zaxara, The Infinite

3 weeks ago

FatMonkeyNutz all totally valid. As you say we all have different styles and preferences. Personally I really like having as much mana on-hand as quickly as possible (especially in deck centered on X cost cards).

For lands, I'm just going to copy paste my land base from my own deck and clean out any duplicates or irrelevant cards (balance your mana as you need). (Lands not from my deck you may like, Mana Confluence, City of Brass)

Breeding Pool Castle Garenbrig Drowned Catacomb Exotic Orchard Fabled Passage Flooded Grove Hinterland Harbor Karn's Bastion Overgrown Tomb Path of Ancestry Sunken Hollow Twilight Mire Underground River Watery Grave Woodland Cemetery

DemMeowsephs on What Pink Floyd and Dale Earnhardt have in common

1 month ago

G'day mate! Your mana base is indeed good, but I have a couple of suggestions you may find to your liking! Lets start off looking at your lands. I notice you have the shock lands, and true duals, which are pretty much some of the best so nice job there, as well as the check lands. There are a couple I would recommend however, that can be extremely helpful.

Fetch lands! Verdant Catacombs, Windswept Heath, Marsh Flats. These guys can search for the shock lands like Overgrown Tomb, giving you pretty much whatever color you need at the given moment which is super useful.

Filter lands! Take one color and poof it gives you a different color in a couple of combinations!Twilight Mire, Wooded Bastion, Fetid Heath.

Horizon lands and pain lands! These are some of my favorite, since they aren't conditional, like the check lands: which only can give you mana and come in untapped if you meet the requirement. These guys you can always rely on for mana, even at the cost. Nurturing Peatland, Horizon Canopy, Silent Clearing, Llanowar Wastes, Brushland, Caves of Koilos.

Fast lands! Those first few turns it can be nice to have untapped lands, right? Maybe use these! Blooming Marsh, Razorverge Thicket, Concealed Courtyard!

There is also a long list of multi lands that function very well- even better than some of the ones I just mentioned! Here are some of them you might like

I also recommend some more ramp cards, like Birds of Paradise, Exploration, Sylvan Caryatid, Burgeoning, Arcane Signet, Emerald Medallion, Jet Medallion, Pearl Medallion, Lotus Petal, Nature's Lore, Three Visits, Bloom Tender (adds three mana with your commander out) and many more!

In the end if any of this helps be sure to check out some of my decks, like Double Trouble EDH and A Deal With the Devil EDH, which I recently updated both of which with CSS and huge descriptions! Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!

Oloro_Magic on Descendant of Eldrazi DS

1 month ago

Eh, I'll bite because I like Descendants' Path from a design perspective. As has been pointed out this probably isn't very competitive, but you can make it somewhat better. You likely want spot removal as you aren't very fast, neither Ugin, the Ineffable nor Crashing Drawbridge really do anything so they can go in favor of your removal of choice (I like Fatal Push in this list).

The signets also don't do much and really don't make a high enough impact. If you want artifact ramp in modern, Pentad Prism is likely better but still not good here. I'd say you are better off either running more mana dorks, or, seeing how I don't think this is trying to be terribly competitive, Growth Spasm is not horrible and has the added benefit of creating a relevant creature. I'd also likely cut the Privileged Position in favor of more relevant creatures. Redesigning the manabase to accommodate Matter Reshaper isn't a bad idea, Thought-Knot Seer is also great in any Eldrazi deck.

Speaking of the mana, you really don't need that many fetches or shocks, I'd be on something like this:

4x Eldrazi Temple (assuming you play some of the colorless cards)

3x Brushland

2x Llanowar Wastes

1x Overgrown Tomb

2x Temple Garden

1x Godless Shrine

4x Windswept Heath

2x Forest

1x Plains

1x Swamp

2x Verdant Catacombs

1x Cavern of Souls (optimally but not needed, can just be a basic)

Looks cool though, like I said I really like seeing people try things with Descendants' Path, +1'd!

DemMeowsephs on Prossh Food Chain

1 month ago

G'day mate! I might have some suggestions that could help you out, so let's start off looking at your mana base. You run a LOTTTT of lands that come in tapped. In my opinion- you should ditch them all. So what could you add-in? Some of these are kind of pricy, but as you build this deck more definitely consider some of these land options.

There are also some VERY good ramp options in your colors! Ramp is very important, and I would consider all of these

Now I know that's a lot, and a lot in money, but I promise you its a big step in helping your deck perform a lot better. Once you have a good mana base, things will come a lot easier. If you ever need to find cards to put in Proshh, I recommend checking out EDHREC, which gives you many helpful suggestions for every commander. (Click here to go to your commander on edhrec. If this helps, be sure to check out and like some of my decks, (Double Trouble EDH, A Deal With the Devil EDH, and many more! Anyways though, good luck on your deck, hope this helps, and have a great day!!! Happy tapping!

DemMeowsephs on Double Trouble! Yarok, The Land Junkie

1 month ago

G'day mate! I feel like your land section could use an upgrade, so as you get more cards I would recommend getting some of these lands! Good lands can help a deck run much more smoothly, and I recommend all of the below.

---Lands!---

As for ramp, you might like some of the following!

In the end, a good mana base is always important and I recommend all of these cards! If this helps be sure to check out my own doubling deck, Double Trouble EDH! Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!!!

crazywhitemask on Give Yourself to the Cause

1 month ago

I like alot of what you have going on here, I used to run her as a commander for quite some time. Im not sure what your budget or playgroup is like, but I have have had a ton of success using Avenger of Zendikar, Grave Titan, and Izoni, Thousand-Eyed to create mass tokens to sacrifice to deal decent damage. I do think you should consider adding at least 5 more creatures. I also noticed that you don't seem to have much in the mana ramp category. Theres quite a few all-star cards that would be great additions to this deck as well. I would recommend adding the following:

Avenger of Zendikar-Mass Tokens

Grave Titan-Big Beater that makes consistent tokens

Izoni, Thousand-Eyed-Great late game for mass tokens, and functions as a small draw package

Birds of Paradise-Best mana dork arguably

Elves of Deep Shadow-Mana dork that can mana fix

Arbor Elf-Mostly helps tap for green but can "tap" for black with Overgrown Tomb

Birthing Pod-An all star sac outlet that tutors creatures into play from the library

Fecundity-Great cheap draw power that also draws off of non token creatures dying, downside is it works for all players, however you'll definitely benefit more

Living Death-Psuedo board wipe, that's main purpose is to flood your board with your entire graveyard of creatures

Wood Elves-Tutors for a forest or Overgrown Tomb and puts it into play. Repeatable ramp if you have 3+ experience counters

Farhaven Elf-Almost the same thing as Wood Elves

Eternal Witness-Meant to grab anything you cant get back with the commander from the graveyard

Plaguecrafter-Repeatable removal with your commander, whats not to love

Reclamation Sage-Artifact/Enchantment removal on a creature

Phyrexian Altar-Probably one of the best Sacrifice outlets available in the game, although it is expensive

Last but not least Craterhoof Behemoth-Gives you another way to win the game with combat damage if you have mass tokens on board. I have won so many games by sacrificing Avenger of Zendikar to Birthing Pod to cheat it into play from the library.

I know its a ton of suggestions, do with them what you will.

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