|Commander / EDH||Legal|
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Land — Lair
When Crosis's Catacombs enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
Tap: Add (Blue), (Black), or (Red) to your mana pool.
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Crosis's Catacombs Discussion
1 month ago
2 months ago
I hear you. I like your mana base a lot actually. I like your rocks. I am a huge fan of 2-drop rocks, and you have all of the best ones. No need to add more. I'm a big fan of the scrying temples lands, especially when you can use them multiple times with cards like Dimir Aqueducts. There is another three color land Crosis's Catacombs which i like a lot, and also combos with any land that has etb effects.
I would say dump the curses for something more powerful, like some Planeswalkers. dump most of the spot removal for just better spot removal. find the best red removal and black removal. something like Hero's Downfall
Dump: Aether Adept, Stonnybroke, Viscera.
Also... Less is maybe my favorite card in this deck. That think is powerful! So it's really important to have very powerful sorceries and instants.
I do like Hedron Archive, but it might be overkill for you. It's not like you're playing a ton of big spells. or you're at 37 lands... you could probably go 36.
Hope that kind of helped.
4 months ago
Here are some good lands, one of which you absolutely must run, considering your general:
Yeah I'd definitely work these two in. I even like them better than Mana Confluence, personally, but you should cut a couple non-lands for these two.
4 months ago
I generally don't have trouble Dethroning people. I'm not sure if you abuse your Pain Lands and the like, but you can still Pain yourself with them to lower your Life Total on command. I often don't have a Turn 1 play, but if I Fetch+Shock myself to 37, I'll be off the Throne on Turn 1. Then I can Fetch+Shock again or just keep using my Pain Lands to get down low enough to Dethrone for awhile. I noticed that you're not running City of Brass, Ancient Tomb, Polluted Delta, Scalding Tarn, or Talisman of Dominance / Talisman of Indulgence. If the issue is money, then you do you man. However, City of Brass could easily swap for Crosis's Catacombs and you could swap the 2 Talismans in for Dimir Signet and Rakdos Signet.
As for gaining +1/+1 counters off the Throne, it seems that we both have all of the same Utility Cards: Drana, Liberator of Malakir, Feast on the Fallen, Unspeakable Symbol, Vigean Graftmage, Olivia, Mobilized for War, Sage of Fables, Mikaeus, the Unhallowed, and Metallic Mimic. I may be a bit bias on the subject since my playgroup is mainly Combo oriented. I hardly ever win through Combat as I mainly use it for Dethrone value. Everyone has a few Infinite Combos in their Deck, so not everyone is always attacking, thus allowing me to manipulate Life Totals by myself. I know that, when my playgroup was more Creature and Combat based, it was much harder to always be off the Throne and stay alive through it all.
8 months ago
I currently play a T5 Storm Nekusar in a competitive meta, but I played a similar deck to yours a short time ago. How fast is your meta? I can give suggestions, but dialing in the power level of the deck is strongly dependant on what you deal with and how fast you are aiming to go off. This reads like a tempo build to me.
Suggested Cuts: Fevered Visions (Doesn't net you much in terms of damage), Day's Undoing (No damage from any of your permanents, as this effect pushes the turn to the cleanup step), Archfiend of Ifnir (An interesting option, but is highly dependant on your opponent being creature heavy), Nin, the Pain Artist (Same reasoning as Archfiend of Ifnir), Sangromancer (Life gain delays game loss, but does not further your goals), Propaganda (Sideboard for dealing with faster token decks), Dack Fayden (If he isn't here to steal known artifact threats, he's not much better than Fevered Visions.
Suggested Replacements: Elder Mastery (2-card softlock with Nekusar), Cabal Coffers (You're running Urborg, Tomb of Yawgmoth, so why not take advantage of it?), Expedition Map (When you need a specific land), Temporal Mastery (Fun combo with Mystical Tutor), Rhystic Study (Most players will let you have at least three off of this before they remove it), Chaos Warp (Spot removal), and Hero's Downfall (Spot removal).
Manabase: Cut the lands that always enter tapped. I kid you not, basics are better than drawing into a tapland/Scryland/karoo/etc when you need the mana. Lands like City of Brass, Mana Confluence, Crosis's Catacombs, Reflecting Pool, Exotic Orchard, and Reliquary Tower are all better options.
9 months ago
If you wanna use Cabal Coffers i advise you to put Urborg, Tomb of Yawgmoth and you could replace Crosis's Catacombs with Command Tower.I didn't like Dictate of Erebos in this deck.. you play only 12 creatures! The same for Warped Devotion, you don't have enough "Boomerang" to take advantage from it.Gem of Becoming don't help you with ramp like Burnished Hart in my opinion.Dark Intimations with only a Bolas planeswalker is useless.. you could replace it with Crux of Fate, it has more sense in this deck.And.. where is Sangromancer ? it is strictly forbidden not put it in this deck ahahah xD
10 months ago
A cycle of lands that I love are the 3 color Dragon Lairs from Planeshift. I have added them into all my C16 Pre-Cons. Kind of matches your theme too, and all are @ $.50
Better than the Tri-Lands that come into play tapped, these require you to bounce a non-lair land, but tap it before you bounce it, so you get double mana on the turn you play them, and if you are land-screwed the bounce doesn't affect you:
11 months ago
Cool deck, man, and great title reference. Favourite track on the album.
How about the new Dark Intimations? I suppose you might want to get Bolas out there more consistently to really make full use of it, but it's pretty cool nonetheless.
Crosis's Charm is pretty flexible, and Crosis's Catacombs is similar to Crumbling Necropolis but you can use the land for mana immediately in an emergency scenario if you really need the colour (you can even play it, tap it, and sac it by refusing to return a non-Lair land to your hand, but at least you got the mana for that spell you needed to play).