Crumbling Necropolis

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Commander 2017 (C17) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Crumbling Necropolis

Land

Crumbling Necropolis enters the battlefield tapped.

: Add , , or to your mana pool.

Price & Acquistion Set Price Alerts

C17

MM3

C16

Ebay

Recent Decks

Crumbling Necropolis Discussion

Randomsome1 on You Don't Want To Draw Anymore

1 week ago

Definitely don't need 40 lands. If you want to still play safe, you can drop to 38. if you want to be a little risky, I think it can work with 35. A lot of good cards, but just because they are good doesn't mean they belong. Avatar of Woe, Trophy Mage doesn't fit to the whole theme. Myr Retriever, Heartless Summoning don't seem needed. Yes, you are milling yourself too, but none of your artifacts are necessary for they deck to function. Your curve is low too, so there isn't a big need for ramp more than the staple rocks. Then, you need to think about lifespan. Creatures die most, then artifacts, enchantments, lands. Next, How are you going to go about playing the deck. It doesn't seem like you will be attacking a lot, if at all. Raiders' Wake fits, but you already have a lot of cards that do the same thing and then some. you wont be triggering Raid a lot if it all.

Compare the CMC to the effect to figure out what else you'd want to take out.

Back to mana... oh boy. Opal Palace is really only good in Voltron with few exceptions. Path of Ancestry works best in tribal, it's pretty much Crumbling Necropolis in here. I think you can live without Exotic Orchard. I didn't see any theft cards in here that require you pay for the card. Mystifying Maze is a worse version on Maze of Ith especially if used on a card with an ETB. You have way to many lands that come in tapped. This deck can be fast, but tapped lands slow you down a lot more than you realize. They aren't worth it unless they have a crazy effect.

Academy Ruins does what Myr Retriever does. Drownyard Temple comes back from the grave. Mikokoro, Center of the Sea more card draw. Mirrorpool might be nice. Cabal Coffers and Urborg, Tomb of Yawgmoth is a staple combo. Thespian's Stage and Vesuva copy lands; something to keep in mind. Throne of the High City might work if you keep yourself protected. Reflecting Pool is too good not to have

Speaking of protection. I think you should really add Propaganda. you might like Primal Amulet  Flip. Find room for Wheel of Fortune, Magus of the Jar.

You'll need to find a balance of single card discard and mass discard. Too much mass discard will wiff, but too much single card discard will be too slow.

Lokotor on Marchesa, The Black Rose - Primer

2 weeks ago
removed Flayer of the Hatebound high casting cost meant I rarely ended up casting it and the effect wasn't critical to the win strategy. not many token swarm decks or similar that can't be broken through via stax so the direct damage wasn't necessary.

added Basilisk Collar additional source of lifegain for the mid-late game. too many games are leaving me at low life and unable to use cards like necropotence, etc...

added Decree of Pain testing out an extra board wipe, with the number of rocks we're running the deck should be able to play it, but it's between this and Damnation

removed Nevinyrral's Disk not enough enchantment decks or similar problems to deal with, we have spot removal and counter spells to deal with the occasional problem artifact or enchantment as it is so a more immediate, creature wipe is probably the way to go.

added Bloodcrazed Paladin he should function as another copy of Rakdos Cackler with the added benefit of being able to get large for attacking/blocking.

removed Nicol Bolas, Planeswalker CMC made it so he was never cast

dropped Slave of Bolas added Mark of Mutiny should hopefully be able to take and retain whatever the best threat on the board is without the built in sacrifice for 2 less mana and easier color requirements.

added Massacre Wurm extra synergy with grave pact and should fit well as a stax piece.

removed Crumbling Necropolis added Fellwar Stone drawing too many lands, better to drop a rock than hold onto a land.

Romer on Official missing/incorrect card/token thread

2 weeks ago

htgtmd: Added that promo Brass's Bounty and the Explorers of Ixalan Crumbling Necropolis.

JesterPrince: Added the remaining Commander Anthology basics (Forest was already there).

aephos: I added those two missing Commander Anthology cards for you. I'll work on the remainder of the Anthology over the next few days.

Note: These changes might take a day or two to appear.

htgtmd on Official missing/incorrect card/token thread

3 weeks ago

Would appreciate if someone could add the new art for Crumbling Necropolis from Explorers of Ixalan.

snotice on Ur Not Gonna Like This Beat Down

1 month ago

My suggestion is do these three things:

1.) I'd take out Blooming Marsh, Cascading Cataracts, Crucible of the Spirit Dragon, Inventors' Fair, Spire of Industry. There are better options that aren't an arm and leg. Some suggestions are the wedge and shards lands:

2.) Add at least 2 more lands (I personally run 38 lands) to help fix the lack of land draw.

3.) Additionally, I'd focus on 2 to 3 specific colors to help with the lack of efficient mana fixing in the deck.

After that, I'd test that out and see how the deck works then.

RedMulligan on Starting in Commander?

1 month ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to edhrec.com).Holy crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

MathieuG89 on Casual Weekend Zombie Deck

2 months ago

Hey multimedia,

Thank you for taking the time to write down all those suggestions.

I did have a lot of Basic lands, I replaced eight of them with Dimir Guildgate, Temple of Deceit, Sunken Hollow, Smoldering Marsh, Temple of Malice, Crumbling Necropolis, Vivid Marsh and Barren Moor. I also cut Mycosynth Wellspring < Gem of Becoming and Manalith < Fellwar Stone which I think are superior.

I followed your advice and replaced a few removals and less good board wipes. Sudden Death < Doom Blade, Consuming Vapors < Dreadbore, Grasp of Darkness < Cemetery Recruitment, Extinguish All Hope < Victimize and In Garruk's Wake < Syphon Flesh.

Traded a couple of cards I didn't like in favor of different ones such as the one you suggested Waste Not < Slave of Bolas and Dread Summons < Extract from Darkness

Finally replaced a couple of creatures in favor of zombies like Harvester of Souls < Vengeful Pharaoh and Consuming Aberration < Drakestown Forgotten.

Still tweaking a few things left and right, let me know what you think. Thanks !

Load more