Blood Crypt

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Dissension (DIS) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Blood Crypt

Land — Swamp Mountain

(: Gain or .)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.

Browse Alters

Blood Crypt Discussion

Sarkhan420X on Modern CoCo Slivers

2 days ago

most things that your opponent will use to target Phantasmal Image are things that would kill it anyway, so thats not really an issue. being able to copy any stackable sliver effect is huge though. as for the rainbow lands, you shouldn't have too many of those anyway. i use Sedge Sliver and Collected Company in my build as well, and almost never have trouble getting blue for Phantasmal Image . maybe it'd be easier for me to explain if i just list my manabase.

4x Bloodstained Mire 4x Polluted Delta 1x Godless Shrine 1x Overgrown Tomb 1x Blood Crypt 1x Watery Grave 1x Stomping Ground 1x Breeding Pool 1x Steam Vents 4x Sliver Hive 1x Mountain 1x Forest 1x Island 1x Plains 1x Swamp

thats 24 lands. 12 of which can produce/fetch for green, 13 of which are or fetch for a swamp, and 12 of which produce/fetch for blue. and thats before taking into account that Manaweft Sliver can make blue, or you can just Aether Vial / Collected Company the Phantasmal Image into play.

Servo_Token on L.O.A.M.

5 days ago

Hey there,

So I have a couple of opinions on this build. Currently, I don't think your mana works. I feel like you have too many of the Horizon lands, not enough shocks, and the whole thing seems very inconsistent. In loam style decks, you only need about 6 fetches because you can recycle them. I feel like 3 "draw a card" lands is fine for a 4 color deck as well, and you might be better to pick the colors you're most likely to need early game and go with the appropriate lands from there (maybe 2x G/B and 1x R/W). Field of Ruin is better than Ghost Quarter about 75% of the time because you don't go down a land to use it. What I would do for a mana base for this deck is something like this:

1x Field of Ruin , 1x Bojuka Bog , 1x Raging Ravine , 1x Graven Cairns , 2x Nurturing Peatland , 1x Sunbaked Canyon , 3x Verdant Catacombs , 1x Marsh Flats , 2x Wooded Foothills , 2x Blood Crypt , 2x Overgrown Tomb , 1x Godless Shrine , 1x Sacred Foundry , 1x Stomping Ground , 2x Forest , 2x Swamp , 1x Mountain , 1x Sheltered Thicket

This gets you a more solid base that isn't trying to play a little bit of everything like you currently are, and protects from some of the major threats you'll face like blood moon and fields of ruin.

As for the main deck, I like everything in here. Only thing I might suggest is to find room for 2 more discard spells, because 5-7 is the sweet spot for this kind of deck. Maybe cut like one Dark Confidant , one Lingering Souls ? I'm not sure on what will work best there, but adding more discard seems essential.

It looks good though! I'm sure it will be fun to play.

nlaz123 on Carrion My Zombie Son

1 week ago

Running one Blood Crypt seems pretty free for the flashback on Claim / Fame

DCanadianBacon on Nicol Bolas Themed EDH

3 weeks ago

You should definitely consider running the buddy check lands ( Dragonskull Summit , Sulfur Falls , and Drowned Catacomb ) over any of the ETB-tapped dual lands you're currently are running. They are not very expensive compared to other rare dual lands. Also consider running the slow check lands ( Smoldering Marsh and Sunken Hollow ), as these will also be an upgrade to the many gain-life tap lands you're currently running. You'll find that these alone will make your deck more consistent overall.

And, if you get the chance (or budget, as I assume this is a budget deck theme deck) it wouldn't hurt to invest in the Shocklands as well ( Steam Vents , Blood Crypt , and Watery Grave ). But the above check lands are pretty cheap and will serve the deck well enough!

SideBae on Tymaret, the Duke of Death

3 weeks ago

So the first card that comes to mind is Mindslicer . In Rakdos decks, you can typically tune your 99 to make you the king of top-decks; this is part of the reason reanimating Sire Of Insanity is such a brutal play in decks like Xantcha, Sleeper Agent .

You're likely to be sacrificing a whole butt-ton of creatures. I advise ways to exploit your guys dying: Dictate of Erebos or Grave Pact come readily to mind. Skullclamp is pretty busted if you're going to be sacrificing creatures anyways, and its especially good seeing as you're running Gravecrawler already.

Zombies is one of the oldest archetypes, and thus it has access to a LOT of tribal effects. Cemetery Reaper , Death Baron , Zombie Master , Undead Warchief , Lord of the Accursed and Lord of the Undead are all good ways to pump your team and/or give them extra abilities. (Depending on the meta, you may want to run Bad Moon as well.) Call to the Grave is really good if you can tune the deck to have 2 or fewer non-zombie creatures. Dark Salvation and Liliana's Mastery are both viable cards in this deck. Graveborn Muse is another good card draw engine next to Phyrexian Arena , which I see you're already running. Unholy Grotto gives you a measure of recursion over your zombies. Noxious Ghoul also comes to mind, as does Withered Wretch as a form of one-sided graveyard hate.

One common issue I've seen in a lot of EDH decks is the prevalence of 1-for-1 instant and sorceries. In a majority of EDH games, you're going to have 2-3 opponents, rather than just one; this means you are facing roughly 2-3 times as many cards as you yourself have access to. Cards like Dreadbore and Terminate are good in 1-on-1 formats like Modern, but in EDH I have frequently found them to just not be good enough. I advise you run cards like Fire Covenant , Ashes to Ashes , Volcanic Fallout or Toxic Deluge instead. These have the potential to take out several creatures at the cost of one card, leaving you up that many cards over your opponents.

On a related note, since most games of EDH are decided by card advantage, anything you can do to draw cards will always be welcome. Ambition's Cost , Night's Whisper and the like are good ways to refill your hand. Wheel of Fortune is another good card, but it's about $100 now, so... consider carefully. Light Up the Stage is another one to consider. While Rakdos is good at topdecking, managing to draw extra cards means it is more likely to hit.

Black has access to many great tutor effects. You may want to consider running Demonic Tutor and Vampiric Tutor if you're able to get ahold of the cards. Gamble is a good red tutor.

Looting effects tend to be very good in zombie decks, which have access to graveyard recursion. Faithless Looting is essentially card advantage in your deck, because you can discard things like Gravecrawler at no cost. Similarly, I advise running a bigger reanimation package (supplementing your Animate Dead ) to get back fatties your opponents may have killed or you may have discarded. Reanimate , and Necromancy are good cards -- if you want to get spicy, Dance of the Dead is a card most people have never played against before, mostly because it isn't nearly as good as the other three. But I figured I'd mention it. Also, a bigger reanimation package means things like Entomb or Buried Alive become exponentially better.

With regard to planeswalkers, Liliana, Death's Majesty is a good card for any zombie deck.

With regard to your lands: I don't think Blighted Fen is very good, and Temple of the False God should be replaced with Ancient Tomb if at all possible. If you want good utility lands that can kill pesky creatures, I advise Blast Zone . If you are able, I advise running Bloodstained Mire and/or the off-color fetches in order to grab your Blood Crypt or Smoldering Marsh . These fetches are in effect extra dual lands.

If you have a lot of recursion, which I see you do in things like Phyrexian Reclamation , you may have luck with pox-style cards. Pox is one of the most brutal cards to resolve in EDH, and Smallpox and Innocent Blood also can be played to great effect. Note that these get around hexproof, shroud and indestructible.

Depending on how hateful your meta is, you may want to consider some pretty mean red cards. Changing your land base slightly will give you access to Blood Moon , Magus of the Moon and Ruination , while Price of Glory will make people think twice about casting counter-magic. If your meta is as blue-heavy as mine, Pyroblast and Red Elemental Blast are also fine considerations. If you end up running a lot of lord effects, you may want to consider Pyroclasm or Anger of the Gods , as your guys won't die if they're big enough. Possibility Storm is a good way to disrupt combo players -- I should know, as I play Storm in cEDH.

Because black has literally only one card designed to destroy artifacts ( Gate to Phyrexia ), red is a welcome addition to the team. By Force is a favorite of mine, but Shattering Spree , Vandalblast and Shatterstorm are also good ideas.

Rocks are great in EDH, especially if they're only 1 or 2 mana. I advise Talisman of Indulgence to replace Rakdos Locket and Mind Stone to replace Commander's Sphere . Coldsteel Heart is good as well, though it enters tapped, just like Charcoal Diamond and Fire Diamond . Thought Vessel is also worth considering.

Good luck with deck building!

SideBae on Breya, Artifact Shaper Synergies

3 weeks ago

marn3us: I suggest removing Ancient Den , Vault of Whispers , Great Furnace and Seat of the Synod . My experience with the artifact lands has not been good, as (at least in my meta) Stony Silence , Null Rod , Back to Basics and Blood Moon are all over the place. However, even if this is not the case, artifact lands still die to any Shatter effect, meaning that they are especially vulnerable with little upside. In a deck like this, I don't think hitting a critical mass of artifacts will be an issue, so I think the three on-color slow fetches would be good instead. I also advise running at least one off-color slow fetch, probably Grasslands because you have more white than red, because it will still fetch your Hallowed Fountain and Godless Shrine , making it effectively a dual land. If you don't want to run off-color fetches, I advise adding another shock of a color combination you don't have yet, like Sacred Foundry or Blood Crypt .

Spirits on Dreadhorde Colossus Standard

1 month ago

Hi sadcowboy,

I started testing with 22 lands (+1 Mountain , +1 Swamp , +2 Woodland Cemetery ), and found that I would play all my cards and draw into lands which would lose me the game. Games where I have 2-3 lands, I would usually win.

I went down to 20 lands (-2 Woodland Cemetery to give me more T1 Mountain and Swamp ), and tried to augment the draw with +2 Light Up the Stage , but found, sometimes, I would have 2 or 3 Light Up the Stage in hand, and no way to deal the damage for Spectacle. I tried more Duress to pull the early removal, but often was a wasted cast (other than seeing their hand, but had no solutions).

Now that I am at 18 lands (-1 Mountain and -1 Swamp ), I do find I have to mulligan. If I'm on the draw, I will sometimes keep 1 land (if it's a Blood Crypt for example) and draw into the 2nd land on T2 or T3. I usually don't want to draw a 4th land (unless I have a Rekindling Phoenix or 2 in hand), 3 mana that combines for BBRRG (like Blood Crypt , Dragonskull Summit and Rootbound Crag ) in any combinations is the sweet spot.

At 18 Lands, I'm less likely to run out of gas to win. If I widened the mana curve (Remember the CMC7 on the Mana-Curve chart is actually a CMC2), would need more lands. I have lost because I didn't have a 3rd mana (for Thud ), but also won many games with only 2 lands.

I still don't think it's working how I want it, but it's definitely playing better with 18 then 20, might try 19, see if it mitigates the mulligan a bit. Still needs some work.

thewitchhunter on EDH - Budget Vampire Tribal

1 month ago

You could consider some of those cheaper Vampires, as you want to cast Suckers as soon as the game starts to trigger Edgar's Eminence ability.

Some that are not mentioned earlier: Blood Artist Tithe Drinker (Extort!)

Mana fixing duals like Painlands ( Battlefield Forge ) or Temples ( Temple of Malice ). Shocklands ( Blood Crypt ) are good too but already a little more expensive.

Also some ramp would be great: Sol Ring Chromatic Lantern Fellwar Stone Signets

Instant/Sorcery: Utter End Anguished Unmaking Vindicate Boros Charm Merciless Eviction Teferi's Protection (Is included in the C17 Edgar Markov deck, so you may have one. Cheaper alternatives: Ghostway or Eerie Interlude . But as these exile and return and not phase your stuff out like Teferi's Protection , you'll lose your tokens with these. And no, none of those will trigger Edgar when theys return, as they are not cast.)

Artifact: Skullclamp

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Blood Crypt occurrence in decks from the last year

Standard:

All decks: 0.8%

Rakdos: 7.19%

Modern:

All decks: 0.71%

Rakdos: 10.78%

Commander / EDH:

All decks: 0.15%

Rakdos: 1.29%

BRG (Jund): 2.3%

UBR (Grixis): 1.68%

RBW (Mardu): 1.55%