Crosis's Catacombs


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planeshift (PLS) Uncommon

Combos Browse all

Crosis's Catacombs

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.

Price & Acquistion Set Price Alerts



Crosis's Catacombs Discussion

Chompythebeast on Crosis, Wheelin' and Dealin' (Sneaky Nekusar)

1 month ago

Here are some good lands, one of which you absolutely must run, considering your general:

Crumbling NecropolisCrosis's Catacombs

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.

Zaane2 on Marchesa the Immortal Rose

1 month 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.

yungxak on Street Hustle

5 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.

fabiomarley on The Evil Touch of Bolas~

6 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

Oak_Guy on The dragons will burn you down

7 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:

Crosis's Catacombs

Darigaaz's Caldera

Dromar's Cavern

Rith's Grove

Treva's Ruins

kobold_koenig on Life's a Bitch

8 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).

dancarvalho on Sneaking Melira

8 months ago


  1. City of Brass

  2. Mana Confluence

  3. Lair lands - Darigaaz's Caldera, Dromar's Cavern, Crosis's Catacombs, Rith's Grove, Treva's Ruins - Budget, enter untapped, generate three colors, doesn't deal damage to you.

  4. Warstorm Surge - with Blightsteel Colossus it is a one shot kill, with the other cards and their recursion, massive damage

  5. Enlightened Tutor

  6. Anguished Unmaking - for 3 life you exile instead of just destroy.

  7. Selvala, Heart of the Wilds - There is no better dork for this deck, can generate huge amounts of mana in any color.

  8. birds of paradise

  9. Purphoros, God of the Forge - Can Pump creatures, deals damage when they enter the battlefield and is a indestructible combo piece.


  1. Fast lands: they are great early game, but a terrible lost mid/late, there are better options in commander and that can generate more color

  2. Dryad Arbor - Great card, but not for 5 color, you want to generate more than one color and you want it to survive a mass removal

  3. Skyshroud Elf - Good Filter, but there are better options

  4. Spawning Pit - The "worst" of the sacs that you have, if you need to open space I don't believe that it will be missed.

  5. Beast Within - With other color options I don't see why just destroy a target and give a block, when you can just exile or destroy without giving anything in return.

  6. Idyllic Tutor - Enlightened Tutor its a better option, more targets, instant speed, less mana

Fallentesla on Izzhov?

11 months ago

I had not considered these two together. Looks like a lot of fun though!

First thing I would suggest is more mana rocks since youre in four colors you are going to need all the help you can get. I would definitely add the rest of the signets in there ( Dimir Signet, Orzhov Signet, Azorius Signet.) Other good mana rocks that could be added in...

Fellwar Stone: Since youre playing four colors its more than likely to hit one you need.

Chromatic Lantern: Insanely good and has been steadily decreasing in price last couple of months.

Solemn Simulacrum: card draw and mana ramp. If you happen to find one stuff it in there.

You also mentioned being worried about lack of recursion. A few ideas that immediately came to mind that might be worth checking out are...

Marchesa, the Black Rose: she rewards you for attacking and makes your creatures much harder to remove. She could be a bit tricky though with the life gain but could work with something like Cradle of Vitality. Just a thought.

Athreos, God of Passage: I know hes a little past the $7 mark but I thought he was worth a mention anyways.

Sun Titan: Just all around good and insanely cheap.

Whip of Erebos: Rewards you for attacking and also digs things from the yard.

I would also recommend adding in another land or two along with adding in a few more duels. Nothing is more frustrating then getting color screwed...

Temples ( Temple of Deceit, Temple of Epiphany, Temple of Enlightenment, Temple of Silence ). For the most part there pretty cheap (/annoyingly looks at the red blue land) and the ability to scry off a land drop is really powerful.

Lairs ( Crosis's Catacombs, Dromar's Cavern ): these cards are highly underrated and dirt cheap.

Command Tower: One of the best lands ever and little over a dollar currently.

Reliquary Tower: since it looks like youre going to be drawing a lot of cards this might not be a bad land to have.

Geier Reach Sanitarium: Another source of draw and a way to force opponents to discard cards to help trigger Sangromancer and such.

Some other cards that I think could be worth taking a look at...

Ayli, Eternal Pilgrim: Life gain and removal.

Sidisi, Undead Vizier: A 4/6 deathtouch that tutors.

Fact or Fiction: One of the better draw spells in the game.

Jori En, Ruin Diver: A reversed version of Kraum.

Mulldrifter: a good draw card and is just dumb with Blade of Selves.

Chasm Skulker: Gets bigger the more cards you draw. Also helps against board wipes.

Alhammarret's Archive: I cannot suggest this card enough for this deck. It would be insane.

All right thats all I got off the top of my head. Hope this helps!

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