Crystal Shard

Crystal Shard

Artifact

(3), Tap or (Blue), Tap: Return target creature to its owner's hand unless its controller pays (1).

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , kpral
Want (2) BreauxCPA , Gaous

Printings View all

Set Rarity
Mirrodin (MRD) Uncommon

Combos Browse all

Legality

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

Crystal Shard occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Blue: 0.14%

Crystal Shard Discussion

Pray_for_Snow on Uro Commander

16 hours ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

SpitFire2k9 on Ninja Commander

1 week ago

Hey multimedia

Thanks for your opinion & honest Work on this Deck

Lands & Manabase

I think the Manabase should be not the Problem here
I dont play any of these expensive Lands in any of my Commander Decks and i didn't see any disadvantage in my Playgroups
The Lands i use here are all in stock and so i don't have to buy them
So if i will get my Hands on a better Land, i can exchange them with one in any of my Decks.

Anyway i see the Advantage on your choice of Lands and i will put them on the Upgrade List for this Deck with one exception

Mystic Sanctuary
This one is on his way into the Deck

I will cut Cavern of Souls because this is a relic of thinking about a Ninja Tribal CMDR
Never mind Cavern of Souls will be on the Upgrade list too but i have other Decks where i have to put this 60 Bucks in first ;-)

Baleful Strix + Arcane Adaptation + Wingcrafter

I didn't think about any other Creature's because i wanted to make it a Tribal Ninja CMDR
The only one i had in mind was Changeling Outcast

But these three are a must have for this Deck

So for Arcane Adaptation , Baleful Strix & Wingcrafter i will cut Price of Knowledge , Downsize & Drowned Secrets

Delve

I dont consider anymore :-)
Temporal Trespass , Dig Through Time & Treasure Cruise are in of course
Now i have to learn to fuck up my grave but i think i can handle this :-D
So Folio of Fancies , Spellbook are out and now i'm in struggle

I think that The Magic Mirror + Venser's Journal is a "too nice" Combo to Cut and on the other hand they have high CMC
Cutting Spellbook was also hard because Yuriko, the Tiger's Shadow and all the others Ninja's "hopfully" gives you so much Cards
So i don't want to cut more "No Maximum Handsize" Cards because i think they're essential
The last card to cut you're offering is Erratic Portal so this one is Out
But this one was in for Protecting some of the "Nasty Ninja's" against hitting the grave from Battletricks
Hopefully the Entomb + Filth or Entomb + Wonder combo and / or Crystal Shard , Walker of Secret Ways will do their job

Vampiric Tutor + Lim-Dul's Vault + Insidious Dreams


So Vampiric Tutor is a well known Card but i think I've got enough Top Deck Manipulation and the "Cards to cut" are Rare. Same is true for Insidious Dreams wich i didn't know before
I had Lim-Dul's Vault on mind when i builded this Deck and maybe this is a game changing "Top Deck Manipulation" because of the mass of Cards u can look at

So i will clear the Maybeboard and all three are in there and i f i find a card to cut Lim-Dul's Vault will be the one who gets in 1st

Chain of Vapor

So here i need a quick 101 on this Card

"At this Moment i'm too stupid to understand how this card work and why it is so good in a Yuriko Deck" So i'm not too stupid to understand how this card works @all-> i'm too stupid why this one should be good and don't any have clue on this combo
So please give me the "Breakthrough"

Shitty English & Bad Grammar

Sorry for my very Basic English Grammar and this shitty English
I think in my Mothers Language much of this Desaster would sound very differnt :-D
And here are some dots and commas if u need them -> ........,,,,,,,, :-D

THX Bro
Update of the Deck will be done soon

superdiglett on Sen Triplets - My Take

2 weeks ago

@Lanzo493, a yeah of course, makes complete sense! How didn't I see this. Like the CMC of Crystal Shard , pickable with Perplex . I definitely have to make room for this. The table will hate me for this, I am curious for how long they allow me to play it..

Lanzo493 on Sen Triplets - My Take

2 weeks ago

It's similar to the Karn, the Great Creator and Mycosynth Lattice lock. Mycosynth Lattice makes their lands artifacts, and since their lands are artifacts, Karn prevents the lands from making mana. This is based on the notion that all lands have an unwritten, assumed activated ability to tap and make mana. That's why Pithing Needle has the little extra rules text saying that activated abilities that produce mana aren't affected.

With that in mind, after you choose a player with Sen Triplets , that player can no longer activate any abilities for that turn. Therefore, they have no way of paying the that Erratic Portal and Crystal Shard demand in order to prevent the creature being bounced. So you can easily bounce any creature they control and then cast it while it's in their hand. You can basically Mind Control any creature on their board if you can bounce it. The two artifacts mentioned above are repeatable bounce effects that function perfectly with your commander.

superdiglett on Sen Triplets - My Take

2 weeks ago

goldlion, Thanks for the suggestion! I do feel Spark Double is ok, but I rather really steal something. I feel that's more effective. This, to be the strongest it can be, I need to gain control first, which will cost me a spell already. Ofcourse I can play it just to copy, but then I would rather play a spell that could steal instead. But I will add it to the "Maybe List" and might test it later on!

Lanzo493, Mycosynth Lattice is indeed a very good addition! I got one left over, so I am not quite sure why I didn't think of it myself. Mind's Dilation was also on my mind, I've had a lot of fun with that card before. But it's mana cost is very high, to high, if you ask me.

Erratic Portal and Crystal Shard are so evil! This is definitely worth trying to fit in the deck and try it out! I will add it to the maybe list and see how I can fit it in. But, you are stating "They can't activate any abilities to pay the mana", how can't they pay the mana for it? Am I missing someting?

Lanzo493 on Sen Triplets - My Take

2 weeks ago

Nothing helps Sen Triplets like a good old Mycosynth Lattice . Fixes your mana fixing, especially considering the color demands certain players' hands will require for casting their spells. It's a bity pricy, though. Also, Mind's Dilation seems like a great card, at least for flavor, in this deck.

If you want to be really mean, run Erratic Portal and Crystal Shard . Once you've chosen an opponent with Sen Triplets , you can then bounce one of their creatures. They can't activate any abilities to pay the mana, thus bouncing the creature so you can then cast it. It's a huge tempo swing and card advantage win.

JoosetheMuice on EDH Reaper King!

1 month ago

I'd run Adaptive Automaton and Crystal Shard . Blasphemous Act as well. Unclaimed Territory is a must and I like Tarnished Citadel . Living Death could be kida killer if you let the king go to the graveyard, and given his cost it isnt a bad idea. I think Firemind Vessel is actually really good here. Cauldron of Souls could also be interesting. I don't love Nim Deathmantle never have. I really don't like Cover of Darkness .

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