Deep Water
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces
instead of any other type.
- CMC
- 2
- Mana cost
- Color identity
- U
- Rarity
- common
- Set
- The Dark
- Price
- $0.29
- EDHREC rank
- #29287
Deep Water turns any Island into a mana rock that taps for blue — a narrow, low-ceiling effect that barely qualifies as ramp. The opportunity cost of a card slot and an enchantment in play to net nothing new from lands you already run makes this a skip in nearly every context.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
Deep Water is legal in Commander, Legacy, Vintage, Pauper, and Oathbreaker, but legal doesn't mean playable. In Commander, the effect is too marginal — doubling blue from Islands sounds useful in mono-blue, but you're spending a card to not increase your land count or your total mana ceiling. Legacy and Vintage have access to so many broken blue engines that Deep Water never enters the conversation. Pauper is the only format where budget constraints and creature-light control shells might make you look twice, but even there, Arcane Signet and similar commons outperform it.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.29 bulk tier
At $0.29, Deep Water sits firmly in bulk territory — you'll find it in a commons box, not a trade binder. The price is fair for what it does, and it won't climb without a breakout combo or reprint attention it's unlikely to receive.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.