Crater Elemental


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Rare

Combos Browse all

Crater Elemental

Creature — Elemental

, , Sacrifice Crater Elemental: Crater Elemental deals 4 damage to target creature.

Formidable: Crater Elemental has base power 8 until end of turn. Activate this ability only if creatures you control have total power 8 or greater.

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Crater Elemental Discussion

Grandmasterdel on Rage Tendencies

11 months ago

Thanks for the tips MagicalHacker, I DO need Gruul Turf!!

Actually, I did remove Blessings of Nature a while ago but made a mistake editing.

As of today, I got rid of Crater Elemental and Lightning Bolt and replace them with Goblin Bombardment and Liege of the Tangle.

MagicalHacker on Rage Tendencies

11 months ago

This is a great start, but allow me to provide a couple of replacements that will make this deck even scarier:

Gruul Turf is not only a color fixing land, but if you don't have any lands to play, it can bounce itself, meaning you get landfall every turn.

Blessings of Nature, Crater Elemental, Generator Servant, Lightning Bolt, Nova Chaser, and Hornet Nest are all effects that don't synergize with your commander in that big of a way, so I'd suggest replacing those with Evolutionary Leap, Nissa's Renewal, Rampaging Baloths, Khalni Heart Expedition, Courser of Kruphix, Where Ancients Tread, and Warstorm Surge.

Firemedic623 on Advertise your STANDARD deck!

1 year ago

New Age Red Burn

Standard Firemedic623


This is a burn deck with a few back up plans in the sideboard. This is the second version and has undergone some edits after taking 4th at my local EMN game day (Out of 20).

There are two major weaknesses; large creature aggro and the psyco angel merge. I lost in the top four to World Breaker and Elder Deep-Fiend. Both games I had my opponent at 2 life and simply needed one more turn. This is why Crater Elemental is in the sideboard. Not only does it block but it can be sacrificed to kill off Gisela, the Broken Blade or a troublesome Kalitas, Traitor of Ghet.

I would appreciate any feedback as I attempt to fine tune this deck. I would love to take first at a FNM.

Firemedic623 on New Age Red Burn

1 year ago

I updated the deck after reviewing my losses last weekend. This version has tested very well against a wide variety of decks on MTGO.

The most notable changes are the addition of Burn from Within, Bedlam Reveler, and Tormenting Voice to the mainboard.

Sideboard changes: Removed some very limited cards and added 3 Crater Elemental, moved Impetuous Devils to the sideboard as well.

Bedlam Reveler did not do well in earlier builds of this deck but it performs very well with the current build. Tormenting Voice is a work hoarse as it helps cycle cards that are unplayable at your current state or it combines with Fiery Temper. If you have an alchemist on the field when you drop the above combo, it will yield 4 damage in addition to temper.

Firemedic623 on New Age Red Burn

1 year ago

I would love some input on this deck. It is fast and a lot of fun but I would love to take first place in the next FNM.

Area META is filled with BW control, a few Bant left overs, Tons of RAMP emerge and RAMP Emrakul, the Promised End. I went 4-2-1 and the times that I lost were often due to my mistakes however, my top 4 loss came due to a good player moving to aggro instead of trying to cast Emrakul. Both games he was at 2 when I lost.

I believe adding 2-3 Crater Elemental will help significantly. It can survive 80% of the current removal and it can burn a creature if needed, (Such as Gisela, the Broken Blade), before the merge effect.

MagniDevorantem on Do not cross a dragon for you are crunchy

1 year ago

This seems pretty cool and I have also been a very big fan of Dragons since I started playing magic when Dragons of Tarkir came out

This is my version of Ramp Dragons My Dragon Deck


Crater Elemental very good at holding off early, and a very formidable swinger later

Sylvan Caryatid a really strong mana dork and blocker that cannot be removed

Nissa's Pilgrimage and Explosive Vegetation Ramp sorceries - Very good on curve ramp, and something to spend your excess mana on later to ramp harder

Signal the Clans very good at finding you what you need for cheap

Lightning Bolt you are in red, in modern, 4 is a must include

Atarka's Command really versatile card helps ramp and deal some damage

Kessig Wolf Run good alternate win con with your birds and lots of mana

Balefire Dragon really good high end to wipe their board

Xenagos, the Reveler really good ramp walker and really good ultimate for spamming dragons

Flameblast Dragon really good mana sink for in combat damage

Beast Within great absolute kill spell of all permanents and you could just fly over or trample through the token drawback

If you are Interested in Cards Out Side of Dragons

Primeval Titan incredibly strong card it could get you the Kessig Wolf Run or Haven of the Spirit Dragon for utility or just ramp you so hard for the rest of the game to use the mana sinks to burn them out

Primordial Hydra a growing threat the moment you play it forcing removal or the opponent just loses, also could be played anywhere on the curve and be as big and you want it to be

Things I Would Change

Archwing Dragon The power in dragons is their towering impassable statures the fact that he bounces himself for you to again spend mana to cast him is to slow and clunky for a deck that is innately slow. I would recommend 4 Thunderbreak Regent and a number of Sylvan Caryatid or Crater Elemental

Slumbering Dragon it is an okay early drop but his "strength" is hoping you survive 5 creatures coming at you early and he is a dead draw later into the game. I recommend any number of Sylvan Caryatid or a card that would be really good but I do not run it as of now is Kargan Dragonlord he could be the 8/8 flyer you want but you could have him early and invest your mana into him and not depend on your opponent to do the one thing you hope he keeps to a minimum.

Somberwald Sage it is an okay mana dork but it is a 0/1 creature that dies to any damage removal even Gut Shot and that might be to much of a liability for a creature that is costing you three mana, in this slot I recommend Crater Elemental or another card that gives you more versatility for the things you want to do in the earlier stages of the game, Mul Daya Channelers gives u two mana of any color and could also be a 5/5 beater

Karrthus, Tyrant of Jund I understand he is the namesake of the deck but his initial ability is super specific and very unlikely to be relevent but when it does come up it is game breaking so I recommend him to be placed in the side board for the mirror and look at another of the Dragonlords Dragonlord Kolaghan he gives "all" creatures haste and has a much more prominent ability in Whenever an opponent casts a creature or planeswalker spell with the same name as a card in his or her graveyard, that player loses 10 life pressuring the creature strategies which are some of your hardest match ups by dealing with the early pressure of spamming creatures. .

Sarkhan Unbroken running give or take 5 sources of blue mana mostly coming in tapped or with summoning sickness puts him in a very difficult spot to play especially considering he is the only reason you are in blue, I would recommend against delving into blue considering that mana fixing in modern is iffy or monetarily expensive and in these kind of decks with such demanding colored costs three colors in pushing it even with the best of mana bases. I recommend Xenagos, the Reveler in his places, he has a very similar ultimate and helps your mid game even if you use him 2 to 3 times he has done you a great deal in accelerating your creatures out.

Arlinn Kord  Flip does not have very good synergy with the deck, in her making wolfs to flip, beyond some buffs and she is a high maintenance walker that does not bring you any closer to your goal of bringing out giant dragons.

Doom Blade and Terror are okay removal but if you want better more broad removal you have access to Beast Within which hits PERMANENTS absolutely everything and gives them an measly 3/3 that almost all of your creatures are bigger than and/or could trample through or fly over ,Terminate hits all creatures with no draw back and Dismember which hits most mid-range creatures you need to deal with and only costs you 1 colorless with some life if u need to. These are options that are better but monetarily cost more

Cryptolith Rite all your small creatures tap for mana except the servant and this is a bit slow and clunky early to mid and useless later. I recommend Nissa's Pilgrimage and Explosive Vegetation as your mana ramp for the mid game

Dragon Tempest this a cool card and i had my eye on it for a while but in retrospect if you are getting out your dragons, at most you are getting out 3 to 5 in a good game, for this mana you could just run burn which for two mana Lightning Bolt does six and Atarka's Command does three to face and could give everything reach and +1/+1, ramp you a land or stop your opponents healing this turn, and Signal the Clans could search out creatures you need

Lands You Could Run for Greater Efficiency

Rootbound Crag Good old red green Check

Dragonskull Summit Red Black Check

Woodland Cemetery Green Black Check

Stensia Bloodhall burn on a land (haven't tried it out, but is in the same cycle as Kessig Wolf Run so I am recommending it to you so you could let me know how you like it)

Kessig Wolf Run turns anything into a threat and puts use to the mana dorks late game

I really hope you like some of these considerations well hope you amazing deck building!!!

geneticfreak09c on Rise of the Elementals! (Updated Post Rotation)

1 year ago

You sound angry I didn't agree with your suggestion. I've never had an issue with lacking cards seeing as I hold what I need for later and not playing every card in my hand every turn. I'd rather use my free lands to use Mina's RG trample effect and put a land back into my hand or activate Crater Elemental sac effect in a pinch than use it on a clue. Personal preference for me and I've had no issues playing this way.

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