Crocodile of the Crossing

Legality

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

Printings View all

Set Rarity
Amonkhet Uncommon

Combos Browse all

Crocodile of the Crossing

Creature — Crocodile

Haste

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

Taliesin32 on Free Stuff!

2 days ago

I think it lacks impact for this combo and the deck has strong mana and draw. Cast Out is the best finish to the combo so far.

Some ideas I came up with were - Kefnet the Mindful, Crocodile of the Crossing or Vizier of Many Faces

Crocodile just because of the haste after clearing the board. Vizier as you could keep something on the board you want to copy, or you could copy your own. Kefnet as it should be online and stabilizes the board quite well.

What do you think?

cyclinggamer on Snakes, scarabs, and -1 counters

6 days ago

bellz76, I like those ideas, as Hapatra, Vizier of Poisons and Decimator Beetle both need to attack to place -1/-1 counters, the Beetle's faster, but still falls to massive creatures, first strikers, and death touchers.

Archfiend I think would be sb to replace Liliana's Influence, specifically for those players hand hating me, because I have no discard or cycling otherwise in this deck. But now I see why you suggested those two together, as the key requires a discard to function. That bears testing. Thank you.

Maybe put in a couple Key to the Citys, a couple Archfiend of Ifnirs and take out 1 x Tree of Perditions and the 3 x Crocodile of the Crossings?

UnwittingHero on Snakes n' Scarabs Mark II

1 week ago

This is akin to the first deck I ever properly obsessed over, based on Hapatra and the Nest.

Zulaport Cutthroat is wonderful for this type of deck, especially with your descriptions of vulnerability to aggro. There are some good returns to be found in making the cost of attacking you shoot up.

Personally, I would get rid of Bontu and Nissa.Plague Belcher is a relatively poor use of mana at this moment, given his wasted Zombie aristocrat trait, but if you put back in Festering Mummy, this would effectively be a stalemate when you drop the Belcher turn 3; your opponent takes the damage regardless and would also lose a creature if they block you (not to mention taking your dreaded counters).

Turn 1: Festering MummyTurn 2: Hapatra, Vizier of PoisonsTurn 3: Plague BelcherThis almost ensures that you'll have snakes beginning to emerge by the end of your combat phase - after all, it's your mummies that will look more frightening in combat that turn.

The monuments, Kefnet's Monument and Bontu's Monument were never quite used properly in mine, but you might have more use for them. They turn Crocodile of the Crossing, for example, into a truly horrifying 3-drop 6/5 with haste and trample (and another round of counters).

brunoabner on Snakes n' Scarabs Mark II

2 weeks ago

try out Crocodile of the Crossing, it really is an amazing creature and can come as early as turn 3 if you have a Channeler Initiate turn 2.I made a similar deck, and have been having a lot of fun with it. check it out, Scarab Counter

NinjaMonkeey on Snakes n' Scarabs Mark II

2 weeks ago

Ive tried this deck before and had success using Blisterpod as a creature to throw your negative counters on and keep your later creatures bigger. I find the Festering Mummy too weak so I would cut all 4 and have all 4 Exemplar of Strength. Crocodile of the Crossing is also too clunky for 4 mana and an be replaced with Defiant Greatmaw or Decimator Beetle for more late game if needed.

recodef on We Have Strength In Weakness

2 weeks ago

I think you should focus more on the -1 -1 counter theme, if that's what you want to do. Cards like Honored Hydra are great, don't get me wrong, but I think you could use other cards more. If you want to focus on the counter theme, I think Festering Mummy is a great card. When you play, for instance, Crocodile of the Crossing while having a Festering Mummy and Hapatra, Vizier of Poisons on the board (which is more than likely if you'd play both for example 3 times), you could target the mummy, place a -1 -1 counter on your opponent's creature. Thus triggering Hapatra twice and attacking with a 5/4 haste. There are a lot of great cards in your deck already, and some others who are somewhat obsolete..

Cards like Archfiend of Ifnir are powerful, but you have zero cycling cards or discard triggers..

I think you should focus on one theme/strategy and focus on that one instead of putting some great cards together :)

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

1 month 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

1 month 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

Bloodbriar

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.

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