Crumbling Necropolis

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Arena [BETA] Legal
Archenemy Legal
Planechase Legal
Frontier 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

EO2

C17

MM3

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Recent Decks

Crumbling Necropolis Discussion

cdkime on Wait, Mill What Now?

1 month ago

PhoenixNest - at that point, you are building a different deck. As you can see from your own post, Nicol Bolas, the Ravenger requires fairly extensive support, which mill just does not have room for.

Fuel for the Cause will not work well in a mill deck--mill is an aggro deck, not a control deck. Control requires domination from the very beginning, either through counterspells or removal. Mill requires aggressively playing your mill cards early, trying to kill an opponent before you die yourself. Late-game counterspells mean nothing--by turn 4, your opponent has already set up their board--they can happily kill you with what they have. Even if you disrupt their turn 4 play, their turn 1-3 plays were still fielded completely unchecked.

Also, just a general advice, Crumbling Necropolis, Evolving Wilds, and other lands that enter the battlefield tapped are far too slow for Modern. Modern is often considered the turn 4 format--on turn 4, an aggro deck should be poised to win; a combo deck should be comboing off; and a control deck should have locked down the opponents' board. There's just no time to waste on a land you can't immediately use. Frankly, that's true in pretty much every format, though tapped lands can be effectively used in more casual, non-competitive commander games.

As for the colourless lands, there are not really enough creatures in this deck to benefit from Holdout Settlement, and the Crabs are really better off as blockers for any 1 drops/tokens. Crumbling Vistage is fine the turn it is played, but there are too many spells that only require coloured mana for it to be effective long-term.

Continuing my slight land digression, if you need three-colour-fixing in Modern, the best way to go is a mix of Fetch/Shock lands and some rainbow lands (Mana Confluence, City of Brass, Cavern of Souls if tribal, etc.).

PhoenixNest on Wait, Mill What Now?

1 month ago

You can run cards like Fuel for the Cause for proliferating, and if that is too much mana you can run Braid of Fire, Seething Song, or Simian Spirit Guide. And for the mana flexibility, you could use Crumbling Necropolis, Evolving Wilds, Crumbling Vestige, or Holdout Settlement.

StopShot on Delta Commander Format

1 month ago

For those unaware of the Pokémon TCG, the term "delta" refers to delta species that debuted in 2005. Some of the card-concepts typically associated in one color were color shifted to a different color to shake-up well established color themes and provide unique gameplay experiences.

Delta Commander or Planar Chaos EDH in MTG terms is to establish a game experience that accomplishes the same style of play noted above. Many players over the years have expressed how they wish a certain commander had color x instead of color y or that a different general was missing a color keeping it from reaching it's full potential or other players have expressed interest in a commander's unique abilities yet disliked the color combination it was associated with. Delta commander rectifies these desires and greater customization freedoms while still maintaining the importance of color identity found in a standard commander game.

Delta Commander mirrors the rules of standard EDH with a few simple rule changes. Decks are still 100 card singleton, 40 life each, 21 command damage is lethal, etc. etc. To color shift a deck you use the general that interests you and then you pick only 1 of the 10 lands listed below.

- Arcane Sanctum

- Crumbling Necropolis

- Frontier Bivouac

- Jungle Shrine

- Mystic Monastery

- Nomad Outpost

- Opulent Palace

- Sandsteppe Citadel

- Savage Lands

- Seaside Citadel

The land selected will represent the "Domain" your general resides in. The domain is not restricted by your general's color identity and will represent the color shift of your deck. When starting a game the Domain and your General will both start in the command zone indicating to your opponents what colors you are restricted to and vice versa for knowing what colors your opponents are running.

Color identity will work a little different in games:

-The color identity of your General will restrict you on what lands you can play.

-The color identity of your Domain will restrict you on what nonland cards you can play.

As you may have surmised players will be able to play their Domain from the command zone in order to help cast spells outside of their General's color identity. This makes the domain special since your other lands will only produce the colors of your general's color identity, which adds more depth to deck building as players will have to compromise for the right balance of on-colored and off-colored spells used in their deck.

EXAMPLE: Say Baral, Chief of Compliance is your General and Frontier Bivouac is his Domain. The lands in your deck can not contain any mana symbol other than and the spells in your deck can not contain any symbol other than . Hence in order to cast the Red and Green spells in this deck you'll be limited to just the Frontier Bivouac in order to cast them.* (*Typically there would be other ways to cast those spells, but the Domain will be the primary source due to it's consistency of being readily available in your command zone.)

Now that you're familiar with how a deck is color-shifted there are only three more rules to keep in mind to accommodate these changes.

.) The Domain will share many of the same properties as your commander such as being a able to play it from the Command Zone and being able to place it back in the Command Zone if the land is to change zones. There are only two exceptions: 1.) you can not play your Domain if you played another land that turn, and 2.) your Domain will not have a command tax to pay since lands aren't ever cast. (The land enters tapped which makes up for the lack of taxation.)

.) Another key difference is if any source (be it a land or mana-rock-etc.) is to produce one or more mana of any color instead that source will only produce any color of mana in your commander's color identity. This applies to cards such as Mana Confluence, Mana Bloom, Gilded Lotus, etc. This rule is in place to put greater emphasis on your Domain being the chief hallmark to casting off-color spells with. Do note however since your domain restricts the color identity of your spells you are allowed to use signets and other mana-producers that fit into your domain's color identity even if they're outside of your general's color identity.

EXAMPLE: If my General is and my Domain is I could still run cards like Fire Diamond, Moss Diamond, Talisman of Impulse, Gruul Signet for color fixing, but cards like Mana Confluence and Darksteel Ingot would only generate blue mana. This is so the Domain retains some level of importance being used in the deck.

.) The last additional rule to this format is unlike all your other lands your Domain will have "Protection from lands." This means your Domain can never be the target of effects from the likes of Strip Mine, Wasteland, or Ghost Quarter due to their abusability with other cards such as Crucible of Worlds or Life from the Loam. Do note this does not stop the effects of cards like Sinkhole, Blood Moon, or Spreading Seas being used. (Hence the importance of running color-fixing mana rocks.)

You have now read up on the rules of Delta Commander or Planar Chaos EDH. Please keep in mind that when building in this format that your general determines the color identity of your lands and your domain determines the color identity of your spells. While it's possible to have a general and a domain that share no colors your deck will likely run a lot better if your domain shares at least one or two colors with your general.

Bonus: If you were to build a deck for this format what general and domain would you build your deck around? What off-color synergies would you include in your deck?

SynergyBuild on Undead Brutes

1 month ago

HAH! love the decklist +1! Breya, Etherium Shaper?

Mystic Monastery, Crumbling Necropolis, Jungle Shrine, and Seaside Citadel might need a spot too!

kingyfyvf on Grixis Wizard Commander Help

2 months ago

This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. I want to focus it on wizards mill where my wizards can help me use my graveyard getting back my instants and sorceries that help mill and draw using Sphinx's Tutelge. Other creatures can be added like Consecrated Sphinx but i'd like for creatures to be mostly wizard. Any help is appreciated.

Commander: Inalla, Archmage Ritualist

Creatures:

Arcanis the Omnipotent

Archaeomancer

Bloodline Necromancer

Body Double

Duskmantle Guildmage

Etherium-Horn Sorcerer

Firefist Adept

Fleet Swallower

Galecaster Colossus

Garna, the Bloodflame

Harbinger of the Tides

Kess, Dissident Mage

Magus of the Abyss

Magus of the Mind

Mairsil, the Pretender

Marchesa, the Black Rose

Naru Meha, Master Wizard

Nin, the Pain Artist

Nivix Guildmage

Niv-Mizzet, the Firemind

Portal Mage

Puppeteer Clique

Sea Gate Oracle

Taigam, Sidisi's Hand

Vela the Night-Clad

Vindictive Lich

Artifacts:

Caged Sun

Mindcrank

Mirror Gallery

Sol Ring

Thought Vessel

Worn Powerstone

Enchantments:

Curse of Opulence

Frenzied Rage

Propaganda

Shifting Shadow

Sphinx's Tutelage

Instants:

Cauldron Dance

Chaos Warp

Comet Storm

Crosis's Charm

Mana Leak

Memory Plunder

Polymorphist's Jest

Rakdos Charm

Reality Shift

Silumgar's Command

Unwind

Wizard's Lightning

Sorcery:

Clone Legion

Day's Undoing

Decree of Pain

Final Parting

Karn's Temporal Sundering

Kindred Dominance

Necromantic Selection

Soul Salvage

Spelltwine

Warlord's Fury

Weight of Memory

Planeswalker:

Jace, Memory Adept

Land:

Mountain x4

Island x10

Swamp x6

Dimir Aqueduct

Rakdos Carnarium

Izzet Boilerworks

Command Tower

Crumbling Necropolis

Exotic Orchard

Path of Ancestry

Swiftwater Cliffs

Dismal Backwater

Jwar Isle Refuge

Vivid Marsh

Vivid Creek

Vivid Crag

Evolving Wilds

Terramorphic Expanse

Temple of the False God

Grixis Panorama

Mystifying Maze

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