Crypt Rats

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Uncommon
Visions (VIS) Common

Combos Browse all

Crypt Rats

Creature — Rat

{{X}}: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way.

Latest as Commander

Crypt Rats Discussion

JeremyX2 on Rats

1 week ago

Crypt Rats makes this a Legacy deck. But this looks fun.

Degaine on Dimir Flicker Control (Paper Pauper)

2 weeks ago

1 doom blade or agony warp out for one more Echoing Decay, cause of meta reasons. And 1-2 Evincar's Justice in 75? Maybe 1-1 main-side? Or semi flicker combo Crypt Rats + Mortuary Mire (and you need mnemonic wall instead of archeomancers)

Have you tried Augurs? They are so sweet in this deck. Yea, they don't hit creatures and lands... But most of the time we just want to catch spells, not permanents.

And about chainer's edict - no, this is just 2 mana kill+draw card. Diabolic is "fine", but chainer is card advantage.

carlmoores on Mairsil's Jail for Combos

1 month ago

For replacing the infinite mana combos I have a few suggestions.

1: Mirror-Mad Phantasm and Laboratory Maniac .

This one you need to be holding counters for, so it's de facto more complicated then I prefer. Basically you use the stack with this one so sequence is everything. 1: Play Lab Man 2:Activate a draw a card caged ability or play a card draw spell 3: In response, activate Mairsil's caged MMP ability and shuffle Mairsil into your deck 4: Put your entire deck into your graveyard since a card named "Mirror-Mad Phantasm" is not in your deck (the wording on the ability reverts back to "mirror-Mad Phantasm" as soon as Mairsil leaves play, even though the ability is on the Stack. 5: The card draw resolves and you win because you have no card to draw and Lab Man is on board.

The additional advantage of running the Phantasm is that he acts as a risky AF version of Traumatize ing yourself if you cast him and activate. You may reveal him ten cards from the top, but also maybe 80 cards from the top.

2: Sage of Hours and Anthroplasm infinite turn lock.

Technically not game ending and slightly mana intensive but once you have demonstrated that unless the opponents can remove Mairsil you have established a lock all but the most stubborn opponents will scoop.

3: Necrotic Ooze + Phyrexian Devourer + Triskelion / Walking Ballista The Diversion.

Technically not a Mairsil combo but synergizes with many cards you will be running anyway, specifically Buried Alive . I have found this combo makes the deck far more deadly because it 1: Doesn't rely on the Commander and 2: Is incredibly hard to interfere with. If you need an explanation of how it works, ask and I'll elaborate but it's a pretty well known combo that appears in a lot of decks. I definitely recommend running Chainer, Dementia Master and possibly some GY recursion like Reanimate and Animate Dead though if you're going to run this.

On the subject of the wheels and Niv-Mizzet/ Locust God/ you forgot Nekusar. You could just do that as a different deck TBH.If I was going to play one, and you should be hard up for slots by this point really so I would only pick one, I'd go with Locust God as he provides chump blockers and if removed can be caged. Also, most smart players will remove Nekusar on sight.

As for counters: Perfect. Turn Aside and Negate are exactly the type of cards I'm talking about.

You're right. Most of the cuts have to do with the fact they're infinite mana enablers but not much use besides that. As for the two you specifically mentioned, Deadeye is just a personal bias. I think his CMC is too high in a deck where mana, especially blue mana, is such a precious resource. He's amazing when you can get him online (though not perfect, he doesn't do anything against board wipes) my concern is getting him on board able to protect himself AND Mairsil from one removal spell is 8 mana. Think of it this way, if Deadeye Nav said "to cast this card tap all your lands and skip this turn you may not cast instants or play abilities until your next turn" would you play him? I imagine the answer is no, but that is pretty much his casting cost in a deck where keeping a few lands open as much as possible is so important.

As for the poltergeist, your protection via caged effects should be limited to the littlest slots possible, this deck is trying to accomplish alot and 100 card syndrome hits is hard and even though Cavern Harpy and Thalakos Scout are 100 times better as caged protection, even that is not the best case scenario. This deck CAN live without Aetherling, but it is arguably the most important card in the deck. Protecting Mairsil doesn''t amount to much if you aren't caging things while you do it. I'm looking at Poltergeist and going "That slot could be a Corpse Connoisseur that gets me Aetherling or a combo piece" (This is where your deck durdling comes in)

Finally, here's my suggestions to add in terms of creatures and I'll give each a quick purpose blurb

Thalakos Scout : Said already Corpse Connoisseur : Tutor, chump blocker, tutor again Eater of the Dead : Untaps. Eats recursion targets in GY decks. Dralnu: Recycles boardwipes, tutors, card draw Magus of the Wheel : Obvious Notion Thief : Robs opponents of card draw, draws hate, combos with any wheel Pestilent Souleater : Mana free Infect as a backup plan. Traumatize : Mass cage targets if not running the MMP/ Lab Man combo Telepathy Knowledge is SO powerful in Mairsil Azami, Lady of Scrolls : Card draw that doesn't need Haste. Galecaster Colossus : Also cheats Haste, faux-removal. Crypt Rats Faux board wipe. Lim-Dul's Vault Cheap faux tutor Glacial Chasm Stalling tactic. Hard to remove, one card pillowfort

Anyway, that's all I have for now. Once again, check out the MTG Muddstah video's featuring Harry's Mairsil deck, you'll find it very enlightening. Hope you start enjoying the deck more and let me know how it works out if you stick with it.

carlmoores on Mairsil's Jail for Combos

1 month ago

Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.

1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.

2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth

Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.

Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)

Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.

Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)

MtG_4Me on Deck #10 - Grenzo, Dungeon Warden

1 month ago

Pretty cool having Grenzo, Dungeon Warden command a bunch of Relentless Rats . But let me improve your synergy here, and turbocharge this deck.

First, I'd remove all of your lands that come into play tapped. Add a Nykthos, Shrine to Nyx , Cabal Coffers , and a Crypt Ghast . That alone will speed you up greatly.

Secondly, get rid of all the superfluous stuff. That means all your sorceries/instants and some of the artifacts. Ok, maybe we keep a Demonic Tutor , Vampiric Tutor , or Diabolic Intent.

We want pretty much everything to come in as a creature so, regarding haste, let's put in Anger , Ogre Battledriver , and a Mogis's Marauder !

If you must, I guess you could keep your Coat of Arms , or maybe a Door of Destinies , or even a Marton Stromgald ; but I think they all are "win more" cards. Instead, let's put in an Eldrazi Monument! Indestructible flying rats is game over real quick. So you have to sac a rat occasionally, "que, sera, sera".

Now it's gonna get real fun. Since you've got a poop-ton of rats, using Ashnod's Altar will let you really utilize Grenzo's flip into play ability. If you have haste, you could then sac a few rats, play Patriarch's Bidding , and flip the rest of your mana into more rats. and Voila, game over dude.

Onto your destruction package. Just one card here, Crypt Rats ! A much more selective boardwipe, and it's on theme. You could also go with Pestilence , Toxic Deluge , or Golden Demise . Pretty much any amount of rats will survive the damage.

Now for the "Coup de Resistance". You do a big flip, after maybe an altar sacrifice, and let's say you don't have haste, but with all the rats that come out, guess what else pops up: Gray Merchant of Asphodel !

Now that's, if not "Game Over", a real big life swing.

goldlion on Breaking Carnival of Souls

1 month ago

Another card to add to make use of all that and lifegain is something Cloudius runs in their Athreos deck (posted above): Crypt Rats

theMarc on The Pretender

2 months ago

I already know phasing doesn't trigger etb/ltb. But it also doesn't give summoning sickness the way flickering does. So it's a trade off. Mist Dragon also lets me just give Mairsil flying forever without any additional resource investment. It's versatile.

Grave Upheaval is mostly for the landcycling, since I'm still trying to smooth out the mana base. But sometimes I draw it late, and don't need the mana, and it's something to cast. It's a weak link, though, I'll admit.

Unstable Obelisk is a mana rock, that, late game, is removal. Removal, I might add, that can hit any permanent type. I've found it's a pretty great card for any color combination that struggles with certain card types. Like how grixis struggles with enchantments.

Prakhata Pillar-Bug is one of only two cards I can put in a cage to give Mairsil the ability to gain lifelink. The other being Jorubai Murk Lurker , which is also in this deck. Lifelink is generally pretty useful for a Voltron-ish deck like this one, and it specifically combos with stuff like Crypt Rats , Hateflayer , Mercurial Chemister , and the Spikeshot brothers.

xaarvaxus on Muldrotha- Help Needed!

2 months ago

You have Breeding Pool listed 2 separate times [with different art for each]

Mystic Remora is probably better than Rhystic Study for this commander as you can pretty much ignore the cumulative upkeep and keep replaying it from your graveyard.

Expedition Map will let you color correct, ramp, or get your Cradle from your deck, turn after turn. Cabal Coffers / Urborg, Tomb of Yawgmoth and Dark Depths / Thespian's Stage are land combos that will come together pretty well with Map/Mul. Wayfarer's Bauble and Burnished Hart are repeatable land fetches though only for basics. You may want to run one but with minimal basics, probably not both.

Being able to play fetches repeatedly out of your graveyard makes Titania, Protector of Argoth an army maker. Since you have both Strip Mine and Wasteland why not make a ton of 5/5's while you play LD?

Mostly a Pauper all-star, Crypt Rats might work pretty well here if you add the Coffers/Tomb land combo.

Fauna Shaman can load your graveyard with creatures to recur.

You'll probably want some sac outlets to help recur your stuff: Viscera Seer , Ashnod's Altar , Phyrexian Altar are great free activations for creatures, Zuran Orb for lands [you may want to load up on more lands that have ETB's like Halimar Depths or Mosswort Bridge to be able to get more value from them]

Snapcaster Mage 's value will probably go down once you embrace how many permanents you really want in this deck and remove instants and sorceries to make space.

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Crypt Rats occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Black: 0.13%