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.

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Crumbling Necropolis Discussion

kobold_koenig on Life's a Bitch

1 day 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).

hoardofnotions on The Family from Sea Gate.

1 week ago

Shard Convergence- worth it? maybe a Cultivate instead

Darksteel Ingot swap with Chromatic Lantern or Coalition Relic

Lands could use a big update, and it dosen't need to be expensiveall the taplands (guildgates and gain 1 life lands) could be replaced with the tri lands from alara blockArcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel, and Exotic OrchardReflecting Pool is a better Rupture Spireyou could throw in a couple colorless utility lands and have you filter lands color fix you when needed. maybe add Vault of the Archangel, Reliquary Tower, Temple of the False God, Winding Canyons

Lurking Predators and Munda, Ambush Leader seem like best friends!

Captain's Claws makes ally tokens

Jwari Shapeshifter is the clone you want!

creatures that don't seem strong enoughGoblin Freerunner, Drana's Chosen, Drana's Emissary, Jori En, Ruin Diver (Not even an ally!), Zulaport Chainmage,

ally's you could addAkoum Battlesinger, Bala Ged Thief, Bojuka Brigand, Bruse Tarl, Boorish Herder, Grovetender Druids, Hada Freeblade, Halimar Excavator, Harabaz Druid, Highland Berserker, Kalastria Healer, Kor Entanglers, Makindi Patrol (change for Joraga Bard), Murasa Pyromancer, Oran-Rief Survivalist, Reckless Bushwhacker, Tuktuk Scrapper

you could swap Marshal's Anthem for Patriarch's Bidding

also add Harsh Mercy

maybe cut the Overwhelming Stampede

Dredgar on

3 weeks ago

Crumbling Necropolis

Lame_Duck on It's a Draw!!

4 weeks ago

I don't think you're running enough lands here; 32 out of 100 is about 19 in a 60 card deck, which is the sort of number I reserve for very low curve aggro decks. Since you've got so much draw, you can cheat a little bit on lands but you it looks like you need to draw at least 3 in the first few turns to start getting going. I'd go up to 36 or 37 lands; that's about the equivalent of 22 in a 60 card deck.

Also, with absolutely no colour-fixing in the deck, I would recommend ditching the cards in the deck completely and going straight Dimir. They're nice cards but they don't do anything that your other cards can't do and they're not worth the risk of having a hand of cards that you don't have the right colours to cast. Either that or start looking into budget multi-coloured lands: Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Temple of Epiphany, Temple of Deceit, Temple of Malice, Drowned Catacomb, Dragonskull Summit, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater.

Noogin on Wither You Like Grixis or Not (Modern)

2 months 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

3 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.

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