Waterveil Cavern

Waterveil Cavern

Land

Tap: Add (1) to your mana pool.

Tap: Add (Blue) or (Black) to your mana pool. Waterveil Cavern doesn't untap during your next untap step.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Waterveil Cavern Discussion

ShreddedByCrows on Surrakar tribal challenge

8 months ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Rez09 on Super Budget Ninja Casual

1 year ago

Waterveil Cavern is another, super budget dual land, which might help with the consistency that comes to mind.

Ornithopter might be an ideal replacement for the Slither Blade at roughly the same price point; the 0 drop cost on it will let you get out an outcast and thopter on turn 1, then swing with both on turn 2 and jutsu in an infiltrator, drawing 2 cards and allowing you to replay your thopter for free. From what I've seen so far, this is probably the single strongest turn 2 the tribe has, and it is super budget still. :D

Silent-Blade Oni has been a pretty sub par card in my testing thus far, as by the time I can drop it my opponent's rarely have cards to hit, or they have an instant they cast in response to the trigger so they have nothing. The Mistblade CAN push something into their hand, but all the same the slot may be better spent elsewhere -- maybe bumping up the land count to 20? Your curve is low, but in testing my black/red Vampire deck a while back I found that budget dual color landbases can be quite demanding, even with low curves.

Though they don't do the same thing, Ninja of the Deep Hours might be a viable replacement for the Fallen Shinobi , as it increase your chances of drawing into other cards you need and works better with a smaller mana base.

hoardofnotions on gisa and geralf zombie

3 years ago

looks like a solid deck! I have a couple ideas that i hope will improve your deck!

Nephalia Academy, Radiant Fountain and Waterveil Cavern could be upgraded, maybe Terramorphic Expanse, Nephalia Drownyard, Drownyard Temple, Bojuka Bog

Chronic Flooding, Corpse Churn, Strategic Planning, Forbidden Alchemy, Mesmeric Orb could be a clever way of adding cards to the graveyard

Sol Ring is a stable in commander, more mana rocks? Dimir Signet, Worn Powerstone, Gilded Lotus

Raise Dead dosen't seem strong enough. maybe Beacon of Unrest?

Exhume, Gnawing Zombie, Grave Peril, Gravepurge, Moan of the Unhallowed could be possible cuts

Secrets of the Dead is awesome! maybe swap for or add River Kelpie as well!

Fleshbag Marauder is super good!

Grimgrin, Corpse-Born is great!

Skithiryx, the Blight Dragon seems out of place

Rise from the Tides seems out of place as well

Call to the Grave is very good

Death Baron, Ghoulcaller Gisa, Grave Defiler, Graveborn Muse, Gravespawn Sovereign, Lich Lord of Unx, Lord of the Undead, Noxious Ghoul are some zombies that i think could improve your deck!

Kalitas, Traitor of Ghet isn't a zombie but makes them and provides a good effect for commander!

Maybe add a some sources of life gain as well, Whip of Erebos is a good one

Havengul Lich is amazing with Rooftop Storm!

correcthorsebatterystaple on "HELP" - All suggestions taken

3 years ago

You're going to need some color fixing.

An-Havva Township, Aysen Abbey, Castle Sengir, Koskun Keep, Wizards' School, Cloudcrest Lake, Lantern-Lit Graveyard, Pinecrest Ridge, Tranquil Garden, and Waterveil Cavern are some quality dual/trilands you should definitely run.

SpringingTiger on Eternal Masters Spoiler Thread

4 years ago

Given the fact that neither Modern Masters set had a cycle of rare dual lands, I don't expect Eternal Masters will either, and I certainly don't expect it to have cycle that sees a large amount of play in Modern, but virtually no play in Legacy or Vintage, such as the shock lands or filter lands. As for Waterveil Cavern, well, I sure hope not, because it's just going to end up in the sideboards of draft decks, like the Rootwater Depths cycle did in Tempest Remastered.

So, IMO, that leaves Windbrisk Heights, Wirewood Lodge, and Zoetic Cavern as the most likely possibilities for card #249, with the other possibility being Wind-Scarred Crag, it WotC wants that cycle as mana-fixing for draft.

Rayenous on Eternal Masters Spoiler Thread

4 years ago

So... Wasteland is 248 of 249... we can confirm one additional land that falls alphabetically after Wasteland.

Possible Candidates:
Watery Grave - If Shocks are in.
Windbrisk Heights - Possibly alone or part of Hideaway cycle.
Windswept Heath - We can assume not this because if Fetches are in, then Wooded Foothills would be in, and there's no room for both.
Wooded Bastion - If filter lands are in.
Yavimaya Coast - I hope not... Pain Lands don't really see play, and shouldn't be in this set.

There are other land, but I don't think they are likely enough to mention... someone else could double-check that though. I'm not overly familiar with Legacy/Vintage lands.

So, I think it can be narrowed down to Watery Grave (Shocks), Wooded Bastion (Filters), or Windbrisk Heights (possibly Hideaway cycle).

...I suppose, for the sake of Drafting, they could go with Waterveil Cavern as the cycle would take up Uncommon slots instead of Rare.. - Hopefully not.