Crumbling Necropolis

Legality

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

Printings View all

Set Rarity
Commander (2016 Edition) Uncommon
Commander 2013 Uncommon
Duel Decks: Ajani vs. Nicol Bolas Uncommon
Shards of Alara Uncommon

Combos Browse all

Crumbling Necropolis

Land

Crumbling Necropolis enters the battlefield tapped.

: Add , , or to your mana pool.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -17%

0.05 TIX $0.08 Foil

Ebay

Crumbling Necropolis Discussion

Noogin on Wither You Like Grixis or Not (Modern)

1 month ago

Since this is a control deck, you can afford to be a little slow so 4 of each is not necessary. I would recommend this for your mana base:

3 Blood Crypt

4 Bloodstained Mire

1 Crumbling Necropolis

2 Island

4 Mountain

2 Polluted Delta

1 Scalding Tarn

2 Steam Vents

4 Swamp

2 Watery Grave

Sandman208 on Marchesa Grixis

2 months ago

Regarding the above discussion I don't think Sign in Blood or Read the Bones are necessary. This deck has a bunch of ways to lose life already and other decks in the format already gain life.

I've gone ahead and made a couple changes to the deck. Remove Obelisk of Grixis and Worn Powerstone instead replace them with Chromatic Lantern and Fellwar Stone. I think Chromatic Lantern is strictly better and this deck does not really need the colorless from Worn Powerstone.

I think the following would be good for your mana base (This is about to be a bit long):

Filter Lands: Cascade Bluffs, Graven Cairns, Sunken Ruins

Pain Lands: Underground River, Sulfurous Springs, Shivan Reef

Battle Lands: Smoldering Marsh,Sunken Hollow

Checklands: Drowned Catacomb

Manlands: Creeping Tar Pit, Lavaclaw Reaches, Wandering Fumarole

Triland: Crumbling Necropolis

Shocklands: Watery Grave, Steam Vents, Blood Crypt

Fetchlands: Polluted Delta, Bloodstained Mire, Scalding Tarn (Any black based fetch such as Marsh Flats etc. is a feasible alternative to the latter)

Any Lands: Mana Confluence, City of Brass, Opal Palace, Command Tower

Utility Lands: Phyrexian Tower, High Market, Westvale Abbey  Flip Miren, the Moaning Well, Bojuka Bog, Strip Mine

Basic Lands: 5x Swamp, 2x Island, 2x Mountain

Errast on Breya, the Etherium Combo Shaper

2 months ago

So here's the cuts I personally would make, and why.

Sydri, Galvanic Genius. While a great card, she demands that you run cards that would make her abilities useful, such as Staff of Nin/Caltrops. She doesn't push you toward any combos, and is more likely to get your artifacts destroyed before they're relevant.

Mindslaver is great in 1v1,but in multiplayer, it'll put a big target on your head, which means you'll have to fight 3 others. While controlling someone for a turn seems great, it's much more likely to get you hated out just for it's potential.

Venser, the Sojourner. Same reason as Panharmonicon, your deck lacks any need for blink effects, outside of the obvious one (Eldrazi Displacer). While not useless, he certainly doesn't do as much as your other planeswalkers.

Daretti, Ingenious Iconoclast. As sweet as he is, your commander has built-in creature generation, and removal, making him rather obsolete. Similar to Sydri and Venser, he doesn't push you towards your combos either (however if you have extra card slots, he's the first card I'd return to the maindeck).

Thopter Assembly/Wurmcoil Engine. Thopter Assembly requires you to pay 6 mana for 6 thopters, which seems nice, but being a combo deck, the kind of grindy value this card provides serves no purpose towards finishing out a game. wurmcoil fits into the same theme of being really good if you just want to grind out some value, but otherwise doesn't really do anything to push your game plan (the lifelink is nice though).

Training Grounds. Reducing a 2 cost ability to a 1 cost ability. From what I can see of your decklist, the only card getting full value out of Training Grounds is Eldrazi Displacer, which is used in your infinite combo with Breya, meaning the cheaper ability won't really accomplish anything.

Mystic Monastery/Crumbling Necropolis. If there's a card or two on here you don't want to remove, I could see removing one of these lands. Red being your least used colour, and with your manabase being fairly solid, you should be fine going to 37 lands.

Anyways, definite +1 from me, and I wish you the best of luck with you deck.

multimedia on Goddess of Etherium (Budget)

2 months ago

Dredge4life, I'm going to give a breakdown of what I would do with this deck if I wanted to add an additional $200-$220 like what you're doing at Breya, Combo Carapace. Hopefully this gives you some ideas.

The key areas of interest for improvement here are the ability to tutor for combo pieces, the manabase and the creature base. Making all these areas better will dramatically help this deck. Additional costs broken down like this:

  1. $60-$70 to improve the manabase.
  2. $140+ to improve combo with tutors as well as adding other strong combo pieces and additional card upgrades, especially to the creature base.

Making the manabase better would be my first step; using an entire land base that doesn't come into play tapped except 1-3x Tri lands with an emphasis on lands that make blue because blue is the dominate color, the rest of the colors can be splashed.

This is the $103 manabase I would use:

Both our decks are trying to win with combo, but the biggest problem I'm having with combo is having enough unconditional tutors to find the combo pieces. Additional tutors I would add are: Demonic Tutor, Enlightened Tutor and Reshape. This gives a better tutor base of:

  1. Demonic Tutor
  2. Enlightened Tutor
  3. Fabricate
  4. Reshape
  5. Muddle the Mixture
  6. Kuldotha Forgemaster
  7. Arcum Dagsson

Improving the creature base by adding: Master Transmuter, Phyrexian Metamorph, Wurmcoil Engine, Solemn Simulacrum and Memnarch.

Additional artifacts I would add are: Darksteel Forge, Sculpting Steel, Mycosynth Lattice, Krark-Clan Ironworks, Scourglass, Azorius Signet and Dimir Signet.

Additional spells: Bitter Ordeal, Vandalblast, Counterspell, Swords to Plowshares, Dig Through Time, Cyclonic Rift, Preordain, Ponder and Brainstorm.

All these changes/upgrades/additions would make this deck cost ~$320.

freeall on Triskaidekaphilia

4 months ago

hmm, the land mana circle (on the top right) changes if I include Crumbling Necropolis instead of Crosis's Catacombs.

With Crosis's Catacombswith crosis's catacombs

With Crumbling Necropoliswith crumbling necropolis

Does anyone know why?

freeall on Triskaidekaphilia

4 months ago

@frogkill45, I think you're right. Seems like a better choice. I was just searching for lands that could produce all three mana and I think I missed Crumbling Necropolis.

Load more