Cradle of the Accursed
Land — Desert
: Add to your mana pool.
, , Sacrifice Cradle of the Accursed: Create a 2/2 black Zombie creature token. Activate this ability only any time you could cast a sorcery.
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Cradle of the Accursed Discussion
2 days ago
XorKoS I don't think you have read the Description for this deck, or playtested it.
It plays like a CONTROL deck, not an Aggro deck at all.
Hence why most of the Creatures act like non-creature spells.
You've missed something rather import about Fell Flagship. Every Pirate in the deck that has 2 Power or more can SOLO Crew it, because it gives them +1/0.
That's OK. It took me a while to get it.
I've been play a Vehicle deck for four seasons now, called Speedway Champions, so I have a LOT of experience with how many Creatures to Vehicles you need in a deck.
The answer is around 17 Creatures for 9 Vehicles.
With Cradle of the Accursed I have 18 Creatures in this deck.
In extensive playtesting, against the type of decks you mention, we have never had problems with lack of Crew members (StuBi has been my playtest partner).
The combat tricks are mostly to protect Crew members, Vehicles, and Hostage Taker. You must remember that this deck has a LOT of Creatures if you count Vehicles.
Thanks for the Comments. I'll keep them in mind while playtesting.
3 days ago
My land issue had a lot to do with whether or not I needed one more Creature to Crew Vehicles.
After extensive playtesting with StuBi it turns out that the number of Creatures is fine.
Especially since Cradle of the Accursed has been added to the deck.
I'm reluctant to put Scrapheap Scrounger in this deck due to the fact that there are now so many cards around that Exile Creatures, or empty graveyards.
I also prefer what the other 2 drops have to offer.
So it's timely that you mention the option.
In playtesting the Freebooter has been SO good. Swallowing a card and seeing an opening hand is fairly hard to beat.
I agree that a 2/3 Flyer on Turn 2 is brilliant ... but you can't guarantee that will happen.
If it doesn't, you're left with a 1/2 Flyer, when you COULD have had a 1/2 Flyer that swallowed a card.
This deck has a Control feel when playing it. It's going for a long haul win, rather than a speedy one.
Thanks for the suggestions. I will keep them in mind if something just isn't working for this deck at FNM.
2 weeks ago
This is just a start FYI
Note: Add more lands as you should have at least 30+ and "Cycling" is not doing anything for this deck other than spending your manna and slowing you down, cards like Diabolic Tutor and Fabricate or Kuldotha Forgemaster will cost you close to the same and get you exactly what you want.
4 weeks ago
I should say that I've been playing this deck, in different forms, for four seasons now.
let me run Wandering Fumarole, which was important if all your Creatures die as it can Crew everything.
I'm trialling Cradle of the Accursed in its place, and that seems to be working.
Outside that, the Haste offered by Speedway Fanatic is important.
I do NOT wish to make a generic Dwarven Vehicle deck.
This deck is to be thought of more as an Artifact Tribal + Vehicles deck.
4 weeks ago
I mostly use it as an extra way to get for Aethersphere Harvester to use.
1 month ago
28 lands seems too high, cut some of these. Cut trial of ambition and run Doomfall over it. Run 4 Anointed Procession, it's good with all the tokens your making. Run Concealed Courtyard and probably a 2 of Cradle of the Accursed, along with your playset of Aether Hub. Also run a playset of Evolving Wilds for revolt shenanigans, this leaves you with 10 basics for a list with 24 lands. Run a playset of Fatal Push, they're too good in this deck not to run. Cut 2 Cast Out, you probably won't need these two extra with the playset of push. Cut the Bone Pickers, they don't do enough to win the game for you. Run 2 Master Trinketeers, they make sac fodder and pump all your servo's. Add 2 Adorned Pouncers, they are early game sac fodder that can block x/1's for days then come back as a win con. In the sideboard I'd run 3 Sunscourge Champion, go down to 2 of each of the defeats, add 2 Doomfall, cut 2 Lay Bare the Heart, run 2 Dispossess and 2 Never//Return.
2 months ago
Here's the problem: since lands can be played every turn, especially lands from the Command Zone, as far as I can tell, I might have missed one, but your design must adhere to one of these criteria to be balanced:
- If it were a nonland card that cost 1 or less, it would be fair. Compare Dryad Arbor to Llanowar Elves. The reason is because in order to get this creature, you're effectively spending 1; it's a land with summoning sickness. It's not quite a creature land, but compare Khalni Garden to Kobolds of Kher Keep.
- It can turn into a creature temporarily. By far the most common form of creature land, these will have an activated ability that turns them into a creature, which usually lasts until end of turn. These abilities generally cost what a creature would cost for that power and toughness but not always.
- It can turn into a creature permanently, but it costs more than a creature with that power and toughness would cost. Examples are Stalking Stones, Westvale Abbey Flip, Tomb of Urami, Cradle of the Accursed and Dark Depths. Here, I have grouped "sacrifice and make a token" into this group, too.
- It has a cost as it enters the battlefield. There are no real examples of creature lands that do this, but you could play around with the drawbacks like Transguild Promenade or Gruul Turf or Lotus Vale, or other things like "all lands you control enter the battlefield tapped".
So, how about these ideas:
Thoboes, the Mana Flow
If Thoboes, the Mana Flows would enter the battlefield, sacrifice an untapped Plains, Island, Swamp, Mountain, and Forest instead. If you do, put Thoboes onto the battlefield. If you don't, put it into its owner's graveyard.
: You may cast a spell from your hand without paying its mana cost.
I'd like to point out that just because an effect is symmetric, doesn't mean that it can be undercosted. Giving everyone the ability to play every spell that costs more than 5, for exactly 5, effectively just makes it a slow motion game of Eureka. If it were a personal effect, we'd compare it to a bad Omniscience, and cost it that way.
That said, I figure this ability is about the power level of having a Fist of Suns on the battlefield along with a land of each basic land type.
But, this land isn't a creature, so I don't know how much you'd like it. Making it a creature would open it up to all sorts of removal, especially with such a high cost.
Anyway, that was 3 ideas for your consideration. Let's keep the brainstorming going, shall we?
2 months ago
Cheezman88 i would count Cradle of the Accursed a 4 mana ability, since it has to tap in addition to the 3. It seems great against control decks though. Can't counter a land and your opponent probably won't waste a Disallow or Nimble Obstructionist until they realize how many zombies you're getting, and hopefully by then it's too late. The downside to Cradle of the Accursed is that I'm already running six deserts and with any more i feel I'm putting myself into a position to get mana screwed a lot. I could switch my Sunscorched Desert out for the control games though, which has proven to be this decks hardest matchup. As for Ramunap Excavator if he dies i can usually just grapple him back if i cant find another one, and whenever i get more than one it's just a 2/3 for 3 mana. I've personally found 3 to be perfect.