Urborg, Tomb of Yawgmoth

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Urborg, Tomb of Yawgmoth

Legendary Land

Each land is a Swamp in addition to its other land types.

Azoth2099 on Green/Black toxic/proliferate need recommendations

4 days ago


For hard Ramp, I tend to keep it very, very laid back! I never spend more than 2 Mana on Ramp, unless it's something with undeniable utility for the build (like Chromatic Lantern!).

All of the 3+ Ramp spells like Cultivate & Kodama's Reach tend to be outclassed by the 2-drops Farseek, Nature's Lore & Three Visits. Rocks - especially when spread between 4 colors like this particular Commander is - also tend to work wonders. Stuff like Arcane Signet & Sol Ring. Outside of 2-drop Ramp & Rocks, you should only need some Mana Dorks, which are mostly 1-drops except ones like Bloom Tender.

Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are also worth consideration! A solid Land base will take you pretty far. I tend to do my Lands after I establish the rest of the list, though. That way you can do some math & dial in on your colored mana needs.

DreadKhan on Maralen's Merry-Go-Round of Death

6 days ago

Have you thought about using an Emergence Zone? Casting Maralen on the end step before your turn sounds amazing, you tutor first and can grab your Opposition Agent! Teferi's Puzzle Box is pretty interesting with Maralen out, especially if you can skip your draw step somehow (I like Necropotence). In a meta where people love Najeela and Winota I don't think I'd want to go without Make an Example in mono-Black, this removal will always hit the most important thing on each opponent's board, and if they choose poorly they'll lose more. I wonder if Necromantic Selection is more impactful/hits the table sooner than In Garruk's Wake? If you're really far behind keeping your board is probably a lot worse than stealing the best creature you wiped. I'm also not sure if Decree of Pain is better than Wake, it's modal (with both modes being potentially relevant), and it's a tad cheaper, the sheer card advantage is probably better in a cEDH deck with more fast mana though. Any reason you're not on Lightning Greaves? I find this is a reasonable choice in a deck that cares about it's Commander, I guess you're still open to Instants, but if you can't give Maralen Flash somehow it seems good, maybe I'm missing something?

Are you skipping staples like Mana Crypt and Mana Vault because they are too pricey? If you still want playable ramp in mono-Black, there are a few options that you aren't running yet. I think your average MV is high enough to look at Dream Devourer, this makes your spells easier to cast, and even if you lose the Devourer you can still cast the spell. I'm not sure it really fits, but if you need to cast big value stuff then Magus of the Coffers is good help, and it tends to impact the board sooner than Nirkana Revenant fwiw. Urborg, Tomb of Yawgmoth isn't ramp but it works with lots of Black cards that care about swamps. Cabal Ritual is a bigger Dark Ritual, especially if you've Milled yourself a bit.

I think I liked this deck so much it inspired me to look at my copy of Maralen, and I think I've thought of a deck for her at last, I think it'll be my sweaty try-hard win con in my Sisay, Weatherlight Captain deck, thanks for the inspiration, hope some of my ideas are helpful!

plakjekaas on Mono White WIn Combos

1 week ago

Urborg, Tomb of Yawgmoth + Karma is fun. There's no -symbol on Urborg, so you're allowed to run it in a Green/White deck, and Sythis will gain you quite some life to break the parity so your opponents die to it before you do.

griffstick on infinite rats

3 weeks ago

legendofa is right. Also, There is no reason to cut it. In fact, if Urborg, Tomb of Yawgmoth is out, you'll be able to tap Maze of Ith for ... If you're thinking Urborg, Tomb of Yawgmoth doesn't tap for mana. It does, because it makes all lands swamps. It can also be put into any deck no matter the color identity

debuf on infinite rats

3 weeks ago

wait, should I replace Urborg, Tomb of Yawgmoth?

legendofa on infinite rats

3 weeks ago

Patience, patience. While swampwalk + Urborg, Tomb of Yawgmoth is a sound idea in theory, I'm going to advise against it. Your commander grants good evasion already, especially against a deck, and Filth and Leshrac's Rite pretty much useless if you don't have Urborg TOY in play. It's not worth using a Diabolic Tutor or whatever just to get some redundant evasion, and you don't have any other way to get a land on demand. Stick with the fear from Cover of Darkness and Marrow-Gnawer.

debuf on infinite rats

3 weeks ago

hey legendofa, do you think some swampwalk-giving cards would work, like Filth or Leshrac's Rite, asking because it would work well with Urborg, Tomb of Yawgmoth.

griffstick on infinite rats

3 weeks ago

No black can't do it but colorless can do it and the only one I can think of is Karn, the Great Creator. This is a awesome card and very strong. If you want to include this in your deck I'd add both Urborg, Tomb of Yawgmoth and Kormus Bell. So if you assemble this combo with, your opponents will consider quiting. It's locks them out of playing the game. For the most part. They will be unable to use lands. You could also pair Karn, the Great Creator with Mycosynth Lattice but on its own does nothing for your deck.

If you do decide to add these cards the swap Cabal Stronghold for Cabal Coffers

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