Overgrown Tomb

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

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

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.

Overgrown Tomb Discussion

jonmaior on only 3 lands, turn 3 win

1 day ago

heckproof: Arbor Elf helps because it can untap Overgrown Tomb but yea it can be tricky sometimes.

enigmadox on Help with Meren plz

1 day ago

It looks like your trying to go budget with this list as well as low cmc, and +1/+1 counters. Meren of Clan Nel Toth wants creatures to get those experience counters. As well as sac outlets. id recommend increasing creatures and cutting from mostly instants and some enchantments possibly sorcerys too. Also not entirely sure why your running Black Knight . On that note.

Yahenni, Undying Partisan

Carrion Feeder

Nantuko Husk

all low drop creature sac outlet to make those xp counters while meren is out yahenni can get particularly mean as he gets big from board wipes that he can survive.

Skullclamp card draw.

Ashnod's Altar sac outlet and mana.

Sakura-Tribe Elder is great ramp as if meren see it die she gets a xp counter and if she has 2 she just puts it on the battlefield at end step to ramp even more.

Wood Elves is also a good card to res to ramp ahead. It can even tutor Overgrown Tomb if you have one (they are going for about 7 bucks as of this comment don't know your budget.)

Corpsejack Menace explosive with +1/+1.

Fleshbag Marauder make em sac get a counter.

Plaguecrafter make em sac premium.

Merciless Executioner make em sac more.

Mazirek, Kraul Death Priest benefit from them sacing.

Savra, Queen of the Golgari benifit from sacing only if you can sac reliably though. i still feel she is worth mentioning.

Jarad, Golgari Lich Lord a sac outlet that gets big and can win you the game.

Pir, Imaginative Rascal get more counters.

Managorger Hydra get alot of counters.

Gyre Sage get ramp with +1/+1.

Poison-Tip Archer make em pay with life for all the death.

Skullwinder good for politics.

Pollenbright Druid uber cheap proliferate or +1/+1.

Ravenous Slime make other graveyard deck hate you as your creature get huge.

Reyhan, Last of the Abzan a less potent but cheaper Death's Presence .

Scute Mob adorable and terrifing if left on the field to long.

Tendershoot Dryad if you like tokens.

Vigor he makes everything bigger.

Vulturous Zombie bird that gets big.

Winding Constrictor more counters

Golgari Grave-Troll dredge +1/+1 counter a golgari staple cheaper since the reprint

Skullbriar, the Walking Grave +1/+1 staple

you also might want creatures to bomb into with meren.

Avenger of Zendikar high cmc yes but if hes in the grave with enough xp free plants that get bigger or die for xp.

Hornet Queen same as avenger but deathtouch and flying they dont get bigger but dont really need to.

Underrealm Lich is a great way to filter through your top deck and load your graveyard. combos with the oh so pricey but oh so worth it Sylvan Library the way the replacement effect works with these two out has you drawing three cards keeping one putting two into the yard 3 times for 3 more cards in hand an 6 more in your graveyard for meren to see at endstep. (sorry if unnecessary i love that combo.)

i may have gone a little overboard (and could go on) but i think looking through the creatures i mentioned might be able to give the deck a shot in the arm probably aim for 30-35 creatures as thats what meren wants to abuse. thats just the creatures though and you still might want to look into increasing your ramp and card draw.

i hope this helps.

Sarkhan420X on Modern CoCo Slivers

3 days ago

most things that your opponent will use to target Phantasmal Image are things that would kill it anyway, so thats not really an issue. being able to copy any stackable sliver effect is huge though. as for the rainbow lands, you shouldn't have too many of those anyway. i use Sedge Sliver and Collected Company in my build as well, and almost never have trouble getting blue for Phantasmal Image . maybe it'd be easier for me to explain if i just list my manabase.

4x Bloodstained Mire 4x Polluted Delta 1x Godless Shrine 1x Overgrown Tomb 1x Blood Crypt 1x Watery Grave 1x Stomping Ground 1x Breeding Pool 1x Steam Vents 4x Sliver Hive 1x Mountain 1x Forest 1x Island 1x Plains 1x Swamp

thats 24 lands. 12 of which can produce/fetch for green, 13 of which are or fetch for a swamp, and 12 of which produce/fetch for blue. and thats before taking into account that Manaweft Sliver can make blue, or you can just Aether Vial / Collected Company the Phantasmal Image into play.

Sarkhan420X on U/W infect/control

6 days ago

fetchlands go and grab the shockland, essentially acting as extra copies. so instead of just 4 Hallowed Fountain , you run that plus 4 Flooded Strand , and essentially have 8 Hallowed Fountain . fetchlands are also quite valuable for decks that run 3 or more colors, because with the right combination of shocklands, any fetchland can be a source of any color of mana. for example, a jund deck can use Bloodstained Mire to get green mana, by searching for either Overgrown Tomb or Stomping Ground

Servo_Token on L.O.A.M.

6 days ago

Hey there,

So I have a couple of opinions on this build. Currently, I don't think your mana works. I feel like you have too many of the Horizon lands, not enough shocks, and the whole thing seems very inconsistent. In loam style decks, you only need about 6 fetches because you can recycle them. I feel like 3 "draw a card" lands is fine for a 4 color deck as well, and you might be better to pick the colors you're most likely to need early game and go with the appropriate lands from there (maybe 2x G/B and 1x R/W). Field of Ruin is better than Ghost Quarter about 75% of the time because you don't go down a land to use it. What I would do for a mana base for this deck is something like this:

1x Field of Ruin , 1x Bojuka Bog , 1x Raging Ravine , 1x Graven Cairns , 2x Nurturing Peatland , 1x Sunbaked Canyon , 3x Verdant Catacombs , 1x Marsh Flats , 2x Wooded Foothills , 2x Blood Crypt , 2x Overgrown Tomb , 1x Godless Shrine , 1x Sacred Foundry , 1x Stomping Ground , 2x Forest , 2x Swamp , 1x Mountain , 1x Sheltered Thicket

This gets you a more solid base that isn't trying to play a little bit of everything like you currently are, and protects from some of the major threats you'll face like blood moon and fields of ruin.

As for the main deck, I like everything in here. Only thing I might suggest is to find room for 2 more discard spells, because 5-7 is the sweet spot for this kind of deck. Maybe cut like one Dark Confidant , one Lingering Souls ? I'm not sure on what will work best there, but adding more discard seems essential.

It looks good though! I'm sure it will be fun to play.

Endless_Nightmare on Sultai Delver

6 days ago

Using Overgrown Tomb right now because that is what I currently have. Thinking that i might have to swap them out for Breeding Pool .

vomitpile on Suicide DreadFiend

1 week ago

Silverdrake it’s such a sweet pile of kinda synergistic things! I’m considering the green splash for 1-2 Become Immense with some number of Ancient Grudge , Assassin's Trophy / Abrupt Decay , and Scavenging Ooze in the side but that sort of conflicts with the Blood Moon plan. It’s probably worth having 1 Overgrown Tomb just for the pump spell and maybe 1 Grudge over 1 Abrade , since Manamorphose can also make help fix for green a little. Definitely still in the workshop phase, thanks for the suggestion!

Balinor5 on Exploring the Citadels Reservoir

1 week ago

I'd replace a couple Llanowar Elves with Elves of Deep Shadow . If you can get the Wayward Swordtooth that'll help with extra lands, but that card is expensive, but then you can run 1 copy of Mortuary Mire . Llanowar Wastes are cheaper options than the Overgrown Tomb , and probably won't hurt you in the long run. Another great card for this is Autumnal Gloom  Flip, to mill excess lands (the goal is to go off with your combo, and never have to flip it).

Cool deck if you can get the combo to go.

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Overgrown Tomb occurrence in decks from the last year

Commander / EDH:

All decks: 0.17%

Golgari: 1.06%

BRG (Jund): 2.36%

BGW (Abzan, Junk): 4.71%

BUG (Sultai): 2.0%

Modern:

All decks: 0.55%

Golgari: 6.11%

Standard:

All decks: 0.64%

Golgari: 7.46%