Creature — Rat
: Crypt Rats deals X damage to each creature and each player. Spend only black mana on X.
Printings View all
|Modern Horizons (MH1)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Crypt Rats occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Crypt Rats Discussion
6 days ago
Crypt Rats equipped with Scythe of the Wretched. What happens: you nuke the board with the rat's ability (it needs to die asweel) and stack the triggers of the scythe in a way, that your rats receive the scythe as the last creature. Rinse and repeat for as much mana as you have. Throw in Blood Vassal to get some back during your lööps.
2 weeks ago
Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:
I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.
I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.
I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.
I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.
Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.
Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.
And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.
Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.
I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!
2 weeks ago
Pestilence decks are a known archetype in Pauper. They are most notably in Orzhov colours, which help with many aspects of the deck.
As fun as it is to win with Pestilence (one of my favourite cards!), Crypt Rats is a great addition for consistency and because it can be recurred with cards like Unearth and deals its damage in chunks, making it possible to draw the game in some scenarios.
Most pauper decks have pretty small creatures, so deploying a few x/3 is often enough to have your Pestilence survive and establish a pretty good soft-lock. Something like Cuombajj Witches goes a really long way in keeping your enchantment alive and is also excellent removal in this format. Thorn of the Black Rose is incredible on an empty board and also has the prerequisite 3 toughness.
If you move into White, you have a lot more options. Kor Skyfisher, Aven Riftwatcher, Thraben Inspector, Guardian of the Guildpact, Palace Sentinels... not to mention all the pro-Black cards you gain access to and the versatile removal.
3 weeks ago
Add your Phyrexian Arena
Mirror Entity can be used against you so be careful in commander with it, but you should be fine with it.
3 weeks ago
Here is my deck that showcases the rats and synergistic cards with them: Born Among The Dead. It's not min-maxed but fun to play.
A great effect to land on the rats is Lashknife Barrier. It won't let you gain life from your own creatures, but they will stay around while everything else dies from your rat activations.
3 weeks ago
Normally when you pay any amount of mana into Crypt Rats ability it will deal enough damage to kill itself in the process. With Shadowspear it gains +1 toughness and lifelink. So if you really wanted to every turn you can pay just without it dying. By doing so you can gain life equal to the number of opponents + the number of creatures on the battlefield every single turn - not just on your turns; every turn. If you're playing a four player game you are guaranteed to always gain 4 or more life every turn just by adding your 3 opponents + the Crypt Rats itself. That's a guaranteed 16+ life gain between your last turn and your next turn.
Of course that damage multiplier gets absurd if you decide to boardwipe with it and being you're in black, reanimation should be easy. It's already a strat I'm planning to run in my Alesha, Who Smiles at Death commander deck, but I'm sure this works great in a lot of other commander decks as well.
I'm hoping to get feedback on what other people think of this synergy. I'd argue both cards are already great just by themselves if your deck has good black mana fixing for the Crypt Rats as its a Rolling Earthquake on a stick. If you're in black you should also have all the black tutors you could want and if your commander's color identity extends into white you also get more equipment tutors too. Thoughts?
1 month ago
channelfireball12345 Phyrexian Reclamation was a card that I completely forgot about with all of my decks that had black. I don't know how my brain misplaced that, I just recently added it to several of my other decks as well and it will certainly be going in here. As for Crypt Rats, it is one of the cards I have on a take out list. I will likely add Disease Carriers in its place.
Unrelated to your suggestions, Deadly Rollick is also being ordered and slotted in as well.
Thank you for the suggestions! The eyes of others definitely help me see what I clearly look over.
1 month ago
Obvious flavor aside, Crypt Rats seems like a bit of a non-bo with most of your deck, given its critical mass of fragile weenies. I'd probably expect it to set you back further than it would your opponents on average. How about Disease Carriers, my personal recommendation, or even Diseased Vermin as potential replacements?