Crocodile of the Crossing


Format Legality
Standard Legal
Commander / EDH Legal
Vintage Legal
Legacy Legal
Modern Legal

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Set Rarity
Amonkhet Uncommon

Combos Browse all

Crocodile of the Crossing

Creature — Crocodile


Wehn Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control.

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Crocodile of the Crossing Discussion

bellz76 on WIP Gruul Creatures (KLD,AER,AHK,&HOU ONLY)

22 hours ago

Ok, Kaledesh and up.... In my opinion, there are a couple ways to focus on a deck like this with only 3 sets to choose from: either a machanic focus, or just the good stuff build. The machanic focus would be your energy build or the -1-1 counter builds. The good stuff just jams the best stuff.

Either way, I would get a 4th Channeler Initiate in there. He is your only ramp currently, and with 10 cards in your deck that cost 5 or more, you want to see them as consistantly as possible. Plus, after a few ramps, he's a pretty good beater. You might also want to consider Druid of the Cowl or Servant of the Conduit as additional ramp. I really feel like you want to see a ramp guy on turn 2. That allows you to play your big creatures faster.

And about those big creatures- with mana dorks on 2, you'll want a few 4 drops in there because they're really good a turn early. Crocodile of the Crossing is a really good fit. Any of your mana dorks can hold the -1 counter he gives, and that allows you to start the pressure swinging for 5 on turn 3. Plus, if you used the Initiate, giving him the counter gets you an extra use of his mana ability. Other 4 drops worth of consideration are Bristling Hydra, Champion of Rhonas, Armorcraft Judge, Outland Boar (for budget), Skyship Stalker, and Vizier of the Menagerie. Obviously depending on your build type, some are better than others.

Going up the curve one more, you've got the Arborback Stomper, the Ridgescale Tusker the Riparian Tiger, and way at the top, don't forget the Verdurous Gearhulk. And you might want to consider Samut, Voice of Dissent. Giving all your creatures haste is a good thing, but if you have a channeler out (or if you went the energy build route you could have the servant or an Aether Hub available) you can use him to untap an exerted Glorybringer after combat or as an end of turn effect so he's ready to go next turn.

The last thing I would suggest is a little bit of card draw. Adding in Cathartic Reunion, Tormenting Voice, or even Mouth gives you a little bit of refueling power. It also gives you an outlet to pitch the Honored Hydra. Embalming him is way better than casting him. And pitching Mouth to the reunion or the voice gives you that as another option.

I know this isn't giving you a "this card is better than this card", but I hope it gives you a general direction for your build.

Olivvyia on Mono Green

2 days ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid


Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

bellz76 on GB -1/-1

6 days ago

So the first thing is what we already spoke about and that is not enough land. The deck as is needs about 22 lands, and depending on if you keep the Lilly's in, maybe even 24. So depending on which way you want to take it will determine how many more land you need.

I think you can cut the Gift of Paradise. They can just be 4 more land. The Channeler Initiate are all the ramp you really need in this deck. I'm also not a fan of the monuments. They don't really help what you're trying to do, and take a turn to do anything, and then they only do little. I don't think they're worth the spot.

I also don't think this is the deck for Plague Belcher. I know he gives you the -1 counter, but besides that, his other ability isn't relevant.

Sixth Sense may not be the best card draw here. In order for it to work, you need to do combat damage to a player. The majority of your threats don't have any kind of evasion, so if they get chump blocked, you get no card. The only real chance is if you enchant a death touch snake... that isn't really good either.

I think you need to have cards like Noose Constrictor, Archfiend of Ifnir, and Ruthless Sniper. They let you discard cards and create -1 counters in multiples- which gives you multiple snakes, or in the case of the Nest of Scarabs, TONS on scarabs. If you have the archfiend out with the nest and the constrictor, you discard 3 cards to the snake, make it a 5\5, give all your opponents creatures three -1\ -1 counters and you get 3x the number of creatures they control in Scarabs. You add Hapatra to the mix and you get to add 3x the snakes as well. That's going wide in a big way.

The last card I think is a must in here is Key to the City. It makes Hapatra unblockable so you can get in combat damage and give a -1 counter and get a snake. If the archfiend is out, it gives all your opponents creatures a -1 counter. And best of all, it's extra card draw to help you keep cards in your hand.

Oh- you might want to consider Crocodile of the Crossing as well. Another good card for this deck.

I'm telling you now that I'm going to build some variety of this deck... I've been trying to break the archfiend recently, but with red instead.. this way seems better, so we'll see how it goes.

notmaaz on -1/-1 Counters

1 week ago

Firebones675 Thanks a lot. I do have a couple of Painful Lesson cards that I got from the toolkit which I will add.

monoblack79 Thanks for the advice. I will definitely consider the alternatives if I want to stay mono black.

Do you guys think that it is a good idea to take some of my weaker cards out and replace them with green creatures since I have quite a few -1/-1 green creatures with me, including Crocodile of the Crossing, Defiant Greatmaw and Ornery Kudu. I also have dual lands and Evolving Wilds to go in there.

Chasmolinker on Rock Simplified

1 week ago

Nice build. I am working my own GB Rock deck. I'm more spread out creature wise. I haven't really done enough testing with it. I might just go full playset on Obliterator and cut some of the one ofs. I have Tasigur and Crocodile of the Crossing to try and get more value at the top of the curve.

svtdbird on 4-0 FNM - Gruul Haste

2 weeks ago

I originally had Arlinn Kord  Flip in the deck, but after playtesting felt like she really slowed me down. I really liked her in other testing of decks before amonkhet, but now the Crocodile of the Crossing and Samut, Voice of Dissent are better options to give more haste, so not needing Arlinn. Chandra, Torch of Defiance allows me to remove defenders for the Lathnu Hellion to get through, with +1 ability letting me play Harnessed Lightning.

vexingozar on other counters

2 weeks ago

soreu7 thanks for the comment! I did try the Festering Mummy but after playtesting it turned out to be too much of a card disadvantage. Placing just 1 -1/-1 counter on an enemy creature usually is does not do much even if you add +1 life synergy with Plague Belcher and its a terrible topdeck. Blisterpod is so good because of card advantage. It gives me a counter dump (even after wipe) + it allows me to play Crocodile of the Crossing and attack for 9 on t3. Hapatra's Mark is vital if i don't draw other things to dump counters on an it also protects my biggest threats from removal - biggest threat for this deck. It goes topdeck very fast.

stewa238 on Fury of the Gods

3 weeks ago

Omut I like your suggestions, I will do a little play testing with Heart of Kiran in place of Consulate Dreadnought and Lambholt Pacifist  Flip in place of Bloodlust Inciter. I am not crazy about Crocodile of the Crossing with it's cmc because I am trying to keep this deck more on curve and low to the ground. Personally I would rather play a Hazoret the Fervent at that spot or embalm a Honored Hydra.

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