Crypt Incursion


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Common

Combos Browse all

Crypt Incursion


Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled this way.

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Recent Decks

Crypt Incursion Discussion

Yajirobeee on Modern Mill Control Mono-Blue UUU

2 weeks ago

Abraxas1349 I appreciate the suggestions, I primarily like to play blue and actually a lot of people have said the same thing about splashing , but I like playing a form of semi control, so having primarily blue allows me to do so. I tested out Sphinx's Tutelage at my local fnm a few times and found it was a bit slow, so I removed it. Even Fraying Sanity is a bit slow but it seems to work out more and has secured a few wins. As for the card suggestions, those only work if I splash and have like discard spells, since milling doesn't count. I know that cards like Glimpse the Unthinkable and Mind Funeral are really powerful mill cards, so it definitely sucks not having them, and from playtesting against different decks, burn seems to be my worst matchup, so not having Crypt Incursion makes me lose a lot faster. I'll practice a few more times and see how well I do and if nothing seems to go, then I'll probably have to splash , otherwise its not a terrible deck as of now, I can beat a lot of decks that don't expect the mill game but I'll swap cards in and out depending on what seems to work most of the time. Thanks for the comments

QueenGreen on Raw Kill

1 month ago

Crypt Incursion maybe?

yahelhotam on A MILLion Ways To Die 1.4

1 month ago

seems ok, but you should probebly go the turbo mill rout if you aren't going control. i would recommend removing the Twincasts, the Haunting Echoes, moving the Hedron Crab in instead of the Tome Scours and moving the Crypt Incursion to the sideboard. instead, i would add two Archive Traps and two Visions of Beyonds.

ArchFline on Ipnu Sanity

2 months ago

I do understand the life concern but you must also realize that cracking fetch lands results in deck thinking which ultimatly increase the chance of drawing action cards in an attempt to win. This deck is absolutely an aggro deck, as such I feel that the 4-6 life lost by turn 4 is insubstantial. You see we plan, and actively achieve a kill by turn 4, as such we care little for the cost to get there as the alternative to mana correcting and ensuring action often means a loss.

Notably we do run 2 main board Crypt Incursion and 1 more in the sideboard. I realize that not all games will allow us to kill by turn 4 and as such I have planned a means by which to generate health not only to counteract our own life paying but to prolong our games. You would be surprised at how much health you can gain, on average, from Incursion when you mill as aggressively as we do.

Jagd_Tallgeese on Anafenza, Queen of JUNK

3 months ago

Now with 3% more graveyard hate in the form pf Scavenging Ooze, Ashes of the Abhorrent, and Crypt Incursion.

JoeBob21 on Pauper Zombies?

3 months ago

Shamble Back is good because i saw no graveyard recursion so this wont necessarely hurt that much. Crypt Incursion isnt that bad because (a you have no lifegain (b creatures die a lot in pauper. Trespasser's Curse is pretty good because people can spam out creatures fast when there all commons

Saljen on Mono Blue Mill & Control (Pauper)

4 months ago

Mill is tough in any format, but in a format as fast as Pauper, it's going to be really tough unless you can combo out some really big mill or have some way to survive for a long time. This deck does neither at the moment.

Your land-destruction sub-theme isn't doing a lot for you. It's high CMC and not very effective as your opponent can just tap different lands to avoid the tax.

Counterspell is better than Psychic Strike. The 1 CMC less is 10x more useful than the 2x mill. Grip of Amnesia might be okay in the sideboard against graveyard specific decks, but it does absolutely nothing to any deck that doesn't rely on the graveyard. They will just exile the graveyard they don't use every single time. Pauper has lots of good counter spells. Daze, Counterspell, Deprive, etc. Arcane Denial has a lot of synergy with this deck too, it may be worth running 4x of alongside 4x Counterspell for your control suite.

To fix some of the decks shortcomings, while keeping the premise of U/B Mill Control, I'd start by adding 4x Jace's Erasure. This card passively mills, mills more when you use draw spells (netting you double advantage) and stacks to become very difficult to deal with. You'll want to run 3-4x Muddle the Mixture to search out Jace's Erasure to ensure it's always on the field. It's also a solid counterspell as well, so it fits your control narrative.

Then you want to add some cantrips to help you filter through your deck and mill your opponent at the same time. I'd start with 4x Thought Scour, 4x Brainstorm, 4x Ponder. Brainstorm has the benefit of drawing 3, forcing 3 triggers on Jace's Erasure, even though you ultimately only draw 1. Ponder works with Brainstorm to let you shuffle away cards that you don't need right now. Thought Scour draws and forces them to mill at least 3 if Erasure is in play. 3-4x Mulldrifter gives you an option for a blocker or attacker while also drawing you cards. 1-3x Whirlpool Rider is also a solid card, as it can let you draw multiple cards triggering Jace each time.

As for removal, you'll want to run a few different cards. Diabolic Edict and Geth's Verdict are both solid, though I'd lean toward Edict due to the easier casting cost. Another option is Ghastly Demise, but I wouldn't run more than 1-2 of these. It lets you chose the target for removal and gets better as you fill up your graveyard with cantrips.

As for lands, I'd recommend just running 4x Evolving Wilds, 4x Terramorphic Expanse and the rest just basic Islands and Swamps. The two fetch land will help fill your graveyard for Diabolic Edict and also provides 8 shuffles to use with Brainstorm to allow you to really control what cards are on top of your library.

If we were to take all of this and put it into a deck, it might look something like this:

Control: 4x Counterspell, 3x Arcane Denial, 3x Muddle the Mixture (Also fetch's Jace's Erasure), 2x Crypt Incursion

Removal: 4x Diabolic Edict, 2x Grisly Spectacle (provides mill and target removal)

Draw: 4x Brainstorm, 4x Thought Scour, 3x Ponder, 3x Mulldrifter, 2x Whirlpool Rider

Mill: 4x Jace's Erasure

Lands: 4x Evolving Wild, 4x Terramorphic Expanse, 10x Island, 2x Swamp, 2x Bojuka Bog

Now you've got a deck that controls the board state through great counterspells and removal, while constantly taking double advantage of drawing with Jace's Erasure. All you have to do is counter, destroy, draw, win.

cupofnoodles on Dimir Turbo Mill

4 months ago

I tried out the deck, and it seems to be a little short on land. Perhaps you could remove the two Darknesss to make room for them? If this deck is designed to win fast, then damage shouldn't an issue really. Maybe also board out the two Crypt Incursions for Mind Sculpt or Sanity Grinding.

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