Drowned Catacomb
This rare land enters tapped unless you control an Island or a Swamp, but taps to add either blue or black mana. Its flexible color output makes it a solid addition to many Azorius and Golgari decks.
In terms of power level, Drowned Catacomb is a 2-mana land, which is slightly above average. It excels in Commander, where its ability to tap for one additional mana can be game-changing. Consider pairing it with cards like Island or Swamp to ensure it always enters untapped.
In popular formats like Commander and Modern, Drowned Catacomb sees moderate play due to its reliability and flexibility. Its affordable price point of around $1.50 USD makes it a great value for players looking to supplement their mana base.
Drowned Catacomb
Drowned Catacomb is a rare land card from the e01 set. It has no mana cost and is classified as a Land type.
Entering Tapped or Untapped
This card's oracle text states that it enters tapped unless you control an Island or a Swamp. This means that if you play Drowned Catacomb onto the battlefield without controlling either an Island or a Swamp, it will be tapped.
However, if you do control an Island or a Swamp at the time you play Drowned Catacomb, it will enter untapped.
Mana Addition
The card's oracle text also states that when you tap Drowned Catacomb for mana, you can add one mana of either color {U} (blue) or {B} (black). This ability is activated by tapping Drowned Catacomb and is a simple addition to your mana pool.
Edge Cases and Interactions
Drowned Catacomb is a versatile and powerful land that can be a valuable addition to various Commander decks. Its ability to tap for either Blue or Black mana makes it an attractive option for controlling strategies that rely on Island and Swamp walkers.
One of the primary benefits of Drowned Cataomb is its compatibility with Azami, Lady of Scrolls decks. These decks often focus on ramping into high-CMC spells and utilizing Azami's ability to generate card advantage through counterspells. By tapping Drowned Catacomb for Blue mana, these decks can accelerate their draws and increase the likelihood of landing a game-winning spell.
Similarly, Drowned Cataomb is a great fit for Necrotic Ooze and other token-generating strategies that rely on Island and Swamp mana. These decks often use cards like Liliana's Contract to generate tokens and Golgari Findbroker to fix their mana base. By providing an alternative source of Blue or Black mana, Drowned Cataomb can help these decks stay ahead in the aggro game.
In addition to controlling strategies, Drowned Cataomb is also well-suited for combos that require a single untapped Island or Swamp to function. For example, Karn's Sylex and other artifact-heavy combo decks rely on having an untapped color source to generate card advantage through artifacts like Sylvan Library. By tapping Drowned Cataomb for the necessary mana, these decks can execute their combos more reliably.
In terms of specific Commander strategies, Drowned Cataomb is a staple in many controlling and combo-focused archetypes. Some notable examples include:
In summary, Drowned Cataomb is a powerful and versatile land that can be a valuable addition to various Commander decks. Its ability to tap for Blue or Black mana makes it an attractive option for controlling strategies that rely on Island and Swamp walkers, as well as combo-heavy archetypes that require a single untapped color source to function.
Drowned Catacomb is a versatile land that can provide flexible mana fixing in various formats. Its ability to enter tapped unless you control an Island or a Swamp makes it a strong candidate for decks featuring Goblin Rabblemaster or other aggressive creatures that benefit from early swarming.
In combination with cards like Bog Wraith, Drowned Catacomb can serve as a sink for excess black mana, allowing you to maintain card advantage while still generating life loss. This synergy is particularly effective in combo-heavy decks where the additional black mana is crucial for resolving key interactions.
Another interesting application of Drowned Catacomb lies in its interaction with Liliana's Caress. By playing a Drowned Catacomb alongside Liliana's Caress, you can create an early-game advantage by tapping down opposing creatures and generating life loss while still maintaining access to blue and black mana.
In more controlling decks, Drowned Catacomb can be used to fix black mana for cards like Doom Blade or Sarkhan the Masterless, providing a crucial source of removal in the late game. This is especially relevant in matchups where you need to answer larger threats without sacrificing your own board presence.
Overall, Drowned Catacomb offers a range of possibilities when paired with the right combination of cards, making it a valuable addition to many Commander decks.
Timing Issues
One common mistake players make with Drowned Catacomb is playing it on turn 1. While the mana cost is 0, the land enters tapped unless an Island or Swamp is already under your control. Attempting to play DCC on turn 1 can put you behind in terms of mana development.
A better approach is to wait for turn 2-3 and ensure you have either an Island or a Swamp on the battlefield before playing DCC. This allows you to immediately tap it for either blue (U) or black (B) mana, rather than forcing yourself into a slower pace.
Poor Synergies
Another common mistake is pairing DCC with cards that don't benefit from its tapped status or mana abilities. For example, playing DCC in a deck primarily centered around flying creatures, like Avacyn's Pilgrim, can be detrimental. The mana generated by DCC won't help your flyers, and the land's tapped status may hinder your ability to play other important cards.
Instead, pair DCC with cards that benefit from its blue or black mana generation, such as Jace, the Mind Sculptor or Liliana of the Veil. This allows you to utilize DCC's abilities effectively and maximize its value in your deck.
Misunderstood Rules
A final common mistake is misinterpreting the Oracle Text. Some players think that if they control an Island but not a Swamp, DCC will still enter tapped. However, the card states "an Island or a Swamp," meaning either color is sufficient to allow DCC to enter untapped.
To avoid this mistake, carefully read the Oracle Text and consider the specific cards in your deck when determining whether DCC can enter untapped.
Drowned Catacomb
The Drowned Catacomb is a rare land card from the Expedition set. It has a unique ability to produce blue or black mana, making it an attractive inclusion in Izzet League decks.
Flavor Profile: The Drowned Catacomb embodies the eerie and foreboding atmosphere of the underwater realm. Its design reflects the intricate balance between life and death, as it enters tapped unless you control an Island or a Swamp. This restriction mirrors the guilds' delicate relationship with the sea creatures that inhabit their domain.
Gameplay:
Commander Considerations:
Budget & Accessibility:
Drowned Catacomb is a versatile land that offers flexibility in terms of color allocation and mana acceleration. It can be utilized by various Commanders, including those from the Azorius, Dimir, and Orzhov guilds.
Azorius and Izzet Combinations
Dimir and Orzhov Combinations
Additional Synergies
Combo Notes
Drowned Catacomb is a rare land from the Commander Anthology set. As it's a tapland, it enters tapped unless you control an Island or a Swamp. This means you'll need to have a blue or black source of mana on the board for Drowned Catacomb to enter untapped.
In terms of its impact in Commander, Drowned Catacomb is generally considered competitive. It provides two color fixing options at instant speed, which can be valuable in a format where life totals are low and mana acceleration is crucial. When paired with cards like Watery Grave, it becomes an effective way to generate black or blue mana.
One notable synergy is with the Simic Ascension combo, which takes advantage of Drowned Catacomb's ability to enter untapped quickly. This allows players to accelerate their mana development and get to the combo faster. However, as a standalone card, Drowned Catacomb isn't particularly notable in Commander, as there are better lands available for fixing purposes.
In Modern, Drowned Cataomb is banned due to its interaction with various combos and synergies. Its ability to provide instant speed fixing would be too powerful in this format, potentially disrupting the balance of competitive decks.
In casual play, Drowned Catacomb can still find a place in certain builds that focus on blue or black control strategies. However, it's not as impactful as other lands that offer similar functionality without the tap condition.
Here's a brief comparison with some popular lands:
Card | Tap Condition | Fixing Options |
---|---|---|
Drowned Catacomb | Island/Swamp | {U} or |
Watery Grave | None | {B} |
Sunken Hollow | None | {G} |
Drowned Catacomb's tap condition makes it less versatile than lands without this restriction, like Watery Grave. However, its instant speed fixing options can still be valuable in certain situations.
Key Scenarios & Matchups
In Commander, Drowned Catacomb is a valuable addition to decks that rely on controlling both an Island and a Swamp for its ability to enter tapped. This can be particularly effective in decks featuring cards like Tolarian Academy, Badlands, or Bayou, which also benefit from having both Island and Swamp in play.
In contrast, Drowned Catacomb struggles when:
This is particularly problematic in decks that rely heavily on having both colors available simultaneously.
Drowned Catacomb
Set History: Drowned Catacomb was first printed in the Expedition set (e01) in 2000.
Printings and Reprints: While not a highly reprinted card, Drowned Catacomb has appeared in several sets: - Expedition Block (e01, e02, e03) in 2000 - Planechase (PC1, PC2) in 2009, with an alternate artwork for the latter
EDHREC Stats: As of last update, Drowned Catacomb holds a rank of 117 on EDHREC, indicating its relatively limited use in Commander decks.
Tournament Presence: Drowned Catacomb's tournament presence is sporadic and largely confined to Commander events. Its versatility as a dual land has contributed to its marginal inclusion in some constructed formats.
Iconic Decks: Although not a key component of any iconic deck, Drowned Catacomb can serve as an affordable option for players seeking to explore dual-land strategies without breaking the bank.
Drowned Catacomb's impact is largely felt at the casual or commander table level, where its value lies in providing flexibility without requiring additional card slots. Its moderate price point makes it accessible to those interested in experimenting with dual-color land combinations.
The Drowned Catacomb is a rare land that embodies the eerie and foreboding atmosphere of the underwater realm. This card's flavor profile is deeply rooted in the dark, mysterious world of Ravnica, where the plane's unique blend of guild politics, monstrous creatures, and ancient ruins creates a rich tapestry for storytelling.
As a land, Drowned Catacomb serves as a gateway to the Izzet League's mastery over the underwater city of Azorius. The card's design reflects the intricate balance between life and death, as it enters tapped unless you control an Island or a Swamp. This restriction mirrors the guilds' delicate relationship with the sea creatures that inhabit their domain.
When tapped, Drowned Catacomb grants access to either blue (U) or black ({B}) mana, illustrating the dual nature of Izzet magic. On one hand, they can harness the power of the sea to fuel their experiments and innovations. On the other hand, they may draw upon the darker aspects of life to bend reality to their will.
In gameplay, Drowned Catacomb finds a natural synergy with cards like Master Biomancer or Vraska's Contempt, which rely on blue-black mana combinations to deal massive damage or control the board. Its ability to produce either color makes it an attractive inclusion in various Azorius and Izzet-based decks, where flexibility is key.
The card's artwork depicts a haunting underwater cityscape, complete with crumbling architecture and twisted seaweed-covered spires. The atmosphere evokes a sense of desolation and abandonment, as if the city has been reclaimed by the sea itself. This visual representation reinforces the card's flavor profile, immersing players in the eerie world of Ravnica's drowned catacombs.
In conclusion, Drowned Catacomb is an integral part of the Ravnica block's narrative tapestry, weaving together the plane's dark magic and underwater mysteries. Its unique ability to produce blue or black mana makes it a valuable addition to Izzet League decks, where adaptability and cunning are essential for success.
Budget & Accessibility
Drowned Catacomb is a rare land from the early sets, and its price reflects that. Currently, it costs around $1.50 USD, which is relatively affordable compared to more recent reprints. However, considering its rarity and limited availability, Drowned Catacomb can be considered moderately expensive.
Reprint Status
Despite being a staple in some Commander decks, Drowned Catacomb has not been reprinted since its initial release. This scarcity contributes to its higher price point, making it less accessible for players who don't have an existing collection or are on a tight budget.
Budget-Friendly Alternatives
For players looking for affordable alternatives in the green-blue color combination, consider these options:
These lands are less expensive than Drowned Catacomb and can be used as substitutes in green-blue decks.
Commander Considerations
In Commander, where deck-building is more focused on consistency and reliability, players may prefer the more readily available alternatives mentioned above. However, if you're looking for a specific combination or want to build around Drowned Catacomb, it's worth considering including other rare or mythic lands in your deck.
Keep in mind that prices can fluctuate over time, so it's essential to monitor market trends and adjust your collection accordingly.