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

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Overgrown Tomb occurrence in decks from the last year

Standard:

All decks: 0.64%

Golgari: 7.46%

Modern:

All decks: 0.55%

Golgari: 6.11%

Commander / EDH:

All decks: 0.17%

Golgari: 1.06%

BRG (Jund): 2.36%

BGW (Abzan, Junk): 4.71%

BUG (Sultai): 2.0%

Overgrown Tomb Discussion

DemMeowsephs on The Power of my Graveyard

1 week ago

Woah Woah Woah Woah. Complete basics for your lands? I guarantee you, if you use some of the following lands instead, you will win SOOOO much more. Try some of the following:

Ninokun on ようつべコピペ

1 week ago

すごい! I would use Temple of Malady instead of Overgrown Tomb, to filter the draw. But this deck is amazing.

rotimislaw on Zombie Enchantress

2 weeks ago

Thanks for playtesting OberstHati!

I agree on Kaya's Ghostform - didn't think about it. Destiny Spinner indeed seems clunky and maybe worth a sideboard slot only. Reg. Polukranos, Unchained, I wonder. Need to check it on my own vs. Mantle of the Wolf.

The Overgrown Tomb and Fabled Passage are not here due to budget constraint - I play Paper and prefer to keep low profile ;)

Thanks again!

OberstHati on Zombie Enchantress

2 weeks ago

I looked at your Deck and built it from Memory to test it on arena. I think Kaya's Ghostform performs better than Destiny Spinner, keep the spinner in Sideboard for Counterspell heavy Decks. Kaya's Ghostform on your Setessan Champion is quite some insurance,...i played 3Polukranos, Unchained, 23 lands, no Mantle of the Wolf, cuz i forgot about it. i used 4 Overgrown Tomb and 3 Temple of Malady, 1 Fabled Passage. When playing against Controldecks i had to target my own Zombies to get the card draw going with Dead Weight and Mire's Grasp, but that's OK too. You definitely want to go against Aggro, that's where this deck performs really well. Off the meta, and not the selesnya version, so +1.

SiggeAwesome on Sliver Queen infinite combo

2 weeks ago

TCK_Green you are a true saint! If only you knew how happy i get when i see i've gotten another comment from you! Thank you so much for taking time out of your day to comment!

Anyhow. As per your advice i will try and remove the Amulet of Vigor, Intruder Alarm and Reliquary Tower. The main reseason these three were in the deck to begin with was because i got them from mystery booster packs and thought: Hey look! Free value!

AS of right now i have changed a couple of the lands and i think for now this is as much as i'll change. I have ordered the deck two weeks ago and i'm still waiting for it. I did add Guardian Project Once it arrives i'll figure out if it needs more card draw, but right now. In terms of card draw im keeping it where it's at. as for the lands i have changed i put in: Submerged Boneyard, Vivid Grove, Stone Quarry, Highland Lake, Temple Garden, Godless Shrine, Overgrown Tomb and Hallowed Fountain

in the process of making this comment i saw you made another comment! I have now also added Skullclamp, how i did not think of that in a deck like this is beyond me! Thanks alot

if i do end up needing more card draw i will be sure to keep posting updates to the deck to notify you.

Once again thank you so much for your time! Stay safe, friend!

DemMeowsephs on The Apex of Life

2 weeks ago

Hmmm, I would recommend a huge upgrade in your lands section. The pi chart says....

So basically, the three colors that make up your deck in mana costs are pretty much even. So I would spread out your lands evenly. To do this, I would cut a LOT of the basics and include some of the following.

multimedia on Tainted soil

2 weeks ago

Hey, you're welcome. Good job with the update, but you can still do a lot more upgrading with such a high budget.

In my opinion Amulet of Vigor is not worth playing just for the few interactions that it has. Making Zombies that will ETB tapped not be tapped is fine, but if you have to use a card spot in the deck just to be able to do this interaction then it's not worth it. With such a high budget you shouldn't need to play the Bounce lands since there's many other more playable dual lands to use instead such as the three Shock lands. I feel you're playing the Bounce lands and other lands that ETB tapped only because of Vigor which is hindering your deck. Arcane Signet, two drop mana rock ramp would do a lot more than Vigor.

Temple of the False God is not a good land here because you don't have land ramp to accelerate the amount of lands you have on the battlefield. Without Urborg, you're relying too much on making a land drop on your turns. Temple can't tap for mana until turn five, more likely after which is not worth it.


To continue with upgrades my advice is to cut Molderhulk, Vulturous Zombie, Eternal Skylord, Soulless One, Havengul Lich. These Zombies are some of the least good of the rest; they're all outclassed by other creatures. You don't need Skylord because you have Wonder which is a much better card, giving flying to all your creatures including Muldrotha not just tokens.

To make Wonder more consistent consider adding more Island dual lands? Especially Watery Grave, but also Sunken Hollow. Fetch lands that can search for a Island are also helpful, Flooded Strand, Polluted Delta, etc. It's kind of a annoying to have Underground Sea and not be able to fetch it with a Fetch land. Crop Rotation can be helpful since it can tutor for an Island or Urborg or Coffers and put it onto the battlefield.

Consider adding more reanimation? Buried Alive is powerful enabler for reanimation tutoring for three creatures one of which can be Wonder. Cryptbreaker is a good one drop Zombie who's an enabler for reanimation or putting other permanents into your graveyard for Muldrotha. It can fuel it's own draw ability by creating Zombie tokens. Animate Dead for reanimation has interaction with Muldrotha since it's a permanent and it can also reanimate an opponents creature. Reanimate, reanimate any creature in your graveyard or an opponents paying life.


Upgrades to consider:

Hoobynobber7395 on Zaxara, the exemplary

3 weeks ago

You have a lot of basic lands and lands that enter tapped, if you have the budget I would invest in better mana fixing lands like Blooming Marsh, Botanical Sanctum, Breeding Pool, Exotic Orchard, ]Fabled Passage, Morphic Pool, Overgrown Tomb, Path of Ancestry, Reflecting Pool, Sunken Hollow, and Watery Grave would make the deck that much faster.

Some lands with great utility, again if you have the budget, Boseiju, Who Shelters All will help stop your spells get countered, as well as when it is multiplied by the likes of Nyxbloom Ancient you have 3 of that kind of mana to use on 3 different spells to keep from being countered. Cabal Coffers and Nykthos, Shrine to Nyx are both great ways to get tons of mana for your spells. And finally, Alchemist's Refuge gives all of your spells flash so when you have Seedborn Muse on the battlefield, you now have no limits on what you can cast.

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