Verdant Catacombs

Verdant Catacombs

Land

, Pay 1 life, Sacrifice this: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle your library.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Verdant Catacombs Discussion

multimedia on golgari elves

2 months ago

Hey, consider Sol Ring ? It's a staple mana rock in Commander. Consider less Swamps and more Golgari dual lands? Green mana is much more important than black. 11 Swamps really reduces the consistency of having a green source turn one for a green one drop mana dork. You don't want to draw all Swamps and no Forests.

You can speed up game play and help color fixing by adding more dual lands that can ETB untapped:

Others:

Several of these lands could replace lands that always ETB tapped: Foul Orchard , Golgari Guildgate , Jungle Hollow , Golgari Rot Farm . Elves of Deep Shadow is very helpful since can make black mana. Deathrite Shaman if playing multiplayer since can exile lands from opponents graveyards.

Good luck with your deck.

DasButch on Das FandLall

2 months ago

Daveslab2022

Adventuring Gear turns the Tireless Tracker into a brute. As this deck produces a ton of Clue artifacts.

Vorrac Battlehorns is to allow lethal damage through against a wide board. If you have a better idea on how to get damage through, lemme know.

Prismatic Vista Does the same procs for landfall as Verdant Catacombs , though a few more sac lands couldn't hurt.

Thanks!!

Balaam__ on ModernGolgariInfect

4 months ago

They’re pricey, but Verdant Catacombs and/or Overgrown Tomb would really speed things up. Otherwise looks really well constructed.

DemMeowsephs on Power nap

4 months ago

I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!

  • Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
  • Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
  • Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
  • Cryptolith Fragment  Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
  • Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
  • Arcane Signet: You should run this no matter what
  • Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
  • Renegade Map: Basically 1 mana get a basic land if you have Archelos out
  • Sphere of the Suns: Great with Archelos out and coming in untapped
  • Terrarion: Seems pretty solid if it doesn't come in untapped
  • Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
  • Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
  • Honor-Worn Shaku: Allows you to tap archelos and get something out of it
  • Urborg, Tomb of Yawgmoth: It's amazing why not run it
  • Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
  • Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
  • Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
  • A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
  • ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!

That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!

Keqing420 on Monomanamaniac's Infinite elves

5 months ago

but you're not actually reaching 50 mana. show me the "exact" line of play that nets you 50 mana. because the line of play you mentioned doesn't even come close, despite sounding like a best case scenario. even if you played a land drop on turn 4, you'd have 4 devotion, meaning your lands could tap for 5 mana (since you need 2 of them to activate nykthos) then you'd have 4 from archdruid, and 3 from heritage druid. so thats 12 mana. where does the other 38 come from?

i don't think Elvish Champion has ever been $20. i actually just looked at the cards price history for a couple different versions of it, and it basically topped at $10.

the shaman is actually not comparable to nykthos for the reasons you stated. a swamp might not get you a turn 1 dork, but thats a poor argument grasping at straws. you'd have fetch lands and dual lands like Verdant Catacombs and Overgrown Tomb, and possibly Llanowar Wastes or the GB pathway (darkbore pathway) from kaldheim. you wouldn't just have forests and swamps. plus it can still come down turn 2. if the cost of the dual lands is too much, then it makes sense to not include shaman. but saying "a swamp doesn't get me a turn 1 dork" isn't quite a valid reason in my opinion. you'd likely only have a single basic swamp in the deck anyway, simply in case someone casts Path to Exile or Assassin's Trophy.

Beast Whisperer and Primal Surge should be cut. there are better creatures to spend 4 mana on, and you'll probably just have an empty hand by the time you draw him if elves did their job to begin with. by the time you have the board presence required to pump out 10 mana for surge, you have the board presence to likely just attack and win. it's a "win more" card in elves.

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