Crypt Rats

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Crypt Rats

Creature — Rat

: Crypt Rats deals X damage to each creature and each player. Spend only black mana on X.

luizfpa on Skitter Budget Rats

1 month ago

The deck looks good for casual play, though you should consider removing most or all of the Rat Colonies. Since you do not have most of the high-sinergy cards, such as Thrumming Stone, maybe your deck would benefit from more of the utility rats and rats with deathtouch or other form of evasion. For exemple, if I were you, I'd include Tangled Colony as it turns Crypt Rats (already in your deck) into a really uneven boardwipe.

Also, it is important to remember that any shapeshifter with "changeling" is also a rat and there are some good black ones with deathtouch or unblockable.

If you want to up the discard angle, you may include Locust Miser and Nezumi Bone-Reader. This last one goes great together with cards such as Syr Konrad, the Grim. Keeping the oponent's hands in check is a good way to build your boardstate without disruption.

Finally, the deck could benefit of more anthem effects, such as Bad Moon or Coat of Arms, and enchantment removal, such as Debt to the Kami or Bone Shards. Unfortunatelly, black does not have reliable ways for dealing with artifacts.

K4nkato on death by 1000 papercuts

3 months ago

Some thoughts:

1) Troll of Khazad-dum should be in some of your land slots to fix your mana. He should be fetching Geothermal Bog

2) The deck doesn't have a timely win condition. I ran some test games with your list against Goblin Combo, Grixis Affinity and Mono Blue Faeries. If a creature deck plays out a creature every turn then your removal absolutely runs them over at first, but there comes a point around turn 7 or 8 where you simply run out of cards. There's no draw cards in this list. It can wipe every card drawing Ninja, Faerie and Myr that hits the table but those decks will draw an addition 2, 3, even 5 cards over the game. Faeries wins out by holding all their Ninjas until the middle game, casting Of One Mind for full price to pull ahead, then casting a single Ninja and attacking into an empty board. Goblins wins by doing nothing until they have the whole combo in their hand / graveyard then they just win on the spot. Affinity draws cards until they can play two/four Myr Retrievers in one turn and defend them with Metallic Rebuke.

Fang Dragon costing seven mana puts him too far into the future to cast as a timely threat. By the time this deck reaches seven lands your opponent will have a removal spell, counter spell or other answer waiting for him. Gurmag Angler is big but most top decks can answer him. Thorn of the Black Rose refills your hand if you can watch the throne, but attacking for 1 isn't a reasonable clock.

I think Ichor Drinker is a good choice for the deck. It gives you a reasonable early turn play & some recursion post-board wipe, but I wonder if something like Nested Shambler, Persistent Specimen or Putrid Goblin would be a stronger choice for a threat. They naturally replace themselves on their own.

3) You aren't running enough support for You Are Already Dead in my opinion. I'd love to brew a deck built around these removal spells but they need a lot of support going for them. Someone else has recommended Crypt Rats but if you're looking for an interesting card with a lot of potential, have you considered Cuombajj Witches? One damage to any target, then you immediately pick it off. Fits the deck, provides a win condition, etc.

Ookafont on Loam Life (PLEASE HELP)

6 months ago

So firstly. I like the graveyard land style, but I would recommend going more for a Landfall style deck. Usually that isn't B/G but there are some interesting opportunities. Firstly I would recommend Khalni Heart Expedition. very good for landfall. Also Adventuring Gear gives a lot of good heavy hitting power especially with multiple lands a turn. and its colorless which fits multicolor well. Also this is a bit more crazy but you have a lot of land searching with Terramorphic Expanse etc. so maybe a little bit of other colors? Red would be pretty good for Akoum Hellhound or Plated Geopede and Manamorphose. Also I'm not sure Crypt Rats is Ideal here without it being more of a black devotion deck. And I'm not fully sure what Generous Ent really does for you? maybe try Sporemound Also I think Reclaim the Wastes or even Explore over Yavimaya Elder simply out of mana value. I think the land graveyard game just doesn't have super strong support in pauper, but I am interested to see what you can do with it.

jonjonhholt on death by 1000 papercuts

7 months ago

Does Crypt Rats not die to the initial 1 damage trigger? And yeah i actually had a full playset of Blightning in the original paper list but over time it just felt like it got edged out by other options, mainly i felt like the damage it provides wasnt very relevant as we arent typically pressuring the opponents life total. Also lol honestly idk why Evolving Wilds is still in the list ig im lazy w landbases XD but yeah it might be good as one of the capenna search lands for a little extra hp buffer vs aggro or burn

Altoman on death by 1000 papercuts

7 months ago

What is fun with Eternal Thirst is when you spend the mana one at a time. "Death by 1000 paper cuts" And the Crypt Rats grows bigger and bigger :D Now that i wiped the board, I will attack you with my 8/8...lifelink.

If you want more flexibility in mana, I suggest replacing the Evolving Wilds with Bloodfell Caves

Finally, have you considered Blightning? It's just a good card in general.

jonjonhholt on death by 1000 papercuts

7 months ago

Thanks for the suggestion Altoman! I had initially passed on Crypt Rats as I have a lot of mountains in the deck but having played it in some other of my lists gdi i LOVE the card and i have to agree. I ALWAYS forget that you can give Crypt Rats lifelink... my goto enabler is Unexpected Fangs but Im 1000% gonna test some Crypt Rats + lifelink in this list >:) This is also actually so great b/c i really want a few copies of Blood Fountain in the list to help grind out games but i feel like i dont have enough creatures right now(certainly ones that will actually end up in the gy) but Crypt Rats is a great creature to bring back.

Altoman on death by 1000 papercuts

7 months ago

Nice deck! I suggest Crypt Rats + Eternal Thirst. It feels in the spirit of this deck :P

legendofa on Is my custom card legendary …

10 months ago

I don't think it's overpowered, really, but there's a lot going on here. This card takes a while to read, longer to understand, and its abilities seem like they would just slow the game down.

For starters, the type line is flavorful, but feels a little arbitrary. Does it need to be both an Elemental and a Spirit? Are you trying to use this in a tribal deck?

While none of the keywords it has really contradict each other, some of them seem unnecessary. Defender is fine, if it's a Wall. Reach is a little out of place. Lifelink and wither, I would pick at most one of these. Protection from creatures with haste ties in with the next section, so I'll discuss that later. Protection from you seems awkward and unnecessary, and isn't always a drawback (it would survive pretty much any "damage each creature" effect you control, like Pyrohemia/Pestilence, Blasphemous Act, Crypt Rats, and lots more).

The second ability should be a targeted effect. Granting provoke seems odd when you can choose to block (which as Caerwyn mentioned is very questionable under the rules). Granting haste is fine, but you can always choose to block with protection, so I'm not sure what the intent is here. Skulk reduces the effectiveness of provoke even further. I also don't understand the intent of the toughness boost.

The third ability is one of those things that makes sense intuitively, and I understand how it's supposed to work, but the actual rules can't support it. If you don't have any rules lawyers in your group, and don't use this card outside your group, you can probably get away with it, but expect some weird corner cases that tie everything up.

The last sentence should be its own ability, and it's pretty niche but self supporting.

If I may try to reinterpret this card:

Krii, Manifest of Spite Show

Of course, your group should get final say, but in my opinion, this card as it stands is too complicated for what it's trying to do and will result in a stalled-out game as people try to figure out what they can and should do with it.

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