Crystal Vein


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

Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Commander 2014 (C14) Uncommon
Premium Deck Series: Graveborn (GRV) Uncommon
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Crystal Vein


: Add to your mana pool.

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Crystal Vein Discussion

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)


Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Last_Laugh on Narset, Enlightened Master

2 weeks ago

First I'll start with your Voltron package. Aqueous Form needs to replace Invisibility. Spectra Ward is bad (protection gets in your way) and can be replaced with Steel of the Godhead. I'd also find room for Shielded by Faith for more wrath protection. Your equipment is underwhelming and I'd probably only keep the boots and get Sword of Feast and Famine ((and Aggravated Assault to go with it).

Your ramp package is really small for a 6 drop you want out asap. I'd suggest dropping Darksteel Ingot and Jeskai Banner (3 drops that only add 1 mana don't belong here) to make room for the other 2 signets, Talisman of Progress, Fellwar Stone, and Pentad Prism. 3 drops to consider include Basalt Monolith, Worn Powerstone, and Coalition Relic. I'm also partial to Crystal Vein as ramp here.

Haste is also important so Narset doesn't have to survive a turn. Consider Mass Hysteria, Need for Speed, Ashling's Prerogative, and Hall of the Bandit Lord.

elfric on DanceDanceRevolution (Zur EDH)

4 weeks ago

hey PrepaidLenin cool deck!

i understand your perspective tuning a deck on a no-richman level for metas where everyone is on that same page. i think though your deck can have some good upgrades without suggesting the typical cedh money powerstaples.

this will be in no particular order about importance.

you have some no-immediate impact cards that are Worn Powerstone, Thran Dynamo and Crucible of Worlds.

it wont be uncommon for you to fetch RIP at any stage of the game and thus has antisynergy with crucible. i know geddon but you probably want zur anyway before geddon and this would be winmore. having it late to striplock one player is not as good as Mana Vortex. basically i think often the ups dont outwheight the tempo loss i generates when played early. and your deck does not have all the best mana so you should better make some better tempo elsewhere. if you want to abuse your graveyard i think even Dig Through Time is way better in this deck. if that is not what you desire Dark Ritual can be that unexpected extra mana especially when not having the best manarocks. its good for necro its good after necro its good with early rocks or powers out you threat and geddon the same turn to foolowup somene elses boeard sweeper. flexibility in mana really is important for control decks. they dont always need all the mana but sometimes they can profit from that little bit extra mana to turn a corner.

the dynamo also costs alot of mana and thus also is only good if you can make a followup play. but your deck only has so many artifacts where most of them are also mana (that would be double ramp). Gilded Lotus is a much better card in your deck as you can nearly play any card you want from its mana. be that counter removal draw whatever it works. if you really want ramp in this slot you might test Everflowing Chalice as its flexible in that it can ramp zur or get bigger. otherwise you might test Aven Mindcensor. even though he cant live through your wraths he is very good. if you dont like that i recommend Yahenni's Expertise in this slot as it can act as a reverse dynamo in that you get your spell and a followup ramp or even something else.

Coalition Relic is the better tempo player than worn powerstone. you can use its mana for interaction or tutors if needed and if not you have your +2 mana next turn anyway. being colored makes up for not having +2 every turn as in control having the option when to use it makes it good.

i dont like Seal of Cleansing and this should be Fragmentize. ask your snapcaster and he will aprove.

Vindicate is a card i also struggled to let go. but its sorcery speed. for me this could never outmatch the upside of destroing a land compared to Anguished Unmaking. so in a control deck like this i could make much more use out of Utter End. i stil play the T-fighter but in more tempo oriented aggressive decks. this could be your Cursed Totem slot too.

Mind Twist is a meta thing. if it works for you thats good but i often found Tasigur's Cruelty better in spellheavy decks. you should try it though i dont know what the better here as the twist can also be very good in multiplayer.

your Sensei's Divining Top and Brainstorm could be better. top is fine but i dont like bs with only 4 fetchlands. and so we are at the landsection:

there are some lands that can etb tapped under certain circumstances. there are those new battlebond multiplayer lands. i guess BU and UW should be upgrades.

the ravnica bouncelands are bad. vulnerable and only grand cardadvantage. it says yes to geddon but no to zur as you cannot play them turn 1 and turn 2 they dont help casting a manarock. these yould be replaced by Terramorphic Expanse and that other one thats the same rulestext. they come in tapped too so its justifiable. both help brainstorm and top.

we know this type of deck wants zur. but Wasteland often is overrated especially if you keep vindicate along geddon that you play anyway. so Hall of the Bandit Lord is very good. atleast if you can manage to cut more tapped lands for colored etb untapped lands. i play Tarnished Citadel in control zur as i do Forbidden Orchard too. going for your own value rather than setting you and one opponent back is often the better play. thus i think one should always weight which lands deserve the colorless slots as there should not be too many. Crystal Vein for example can be that crucial one extra mana.

basically when not having the best mana in hand going for more tempo plays can often be the last bit to get there more consistent. smothing the deck makes it not draw into awkward situations where you stil do something and mabe you dont notice but you slowly fall behind. the more flexible the mana the better the control deck can navigate to make the right plays at the right times imo.


EasyPeezy on Really, What I'm Aiming For Is World Domination!

1 month ago

Thought I would drop the feedback on here for easy of viewing.

Okay, after a little bit of review I think I have some good stuff for you. First off, I love the direction you went and its very similar to my early build and even similar to my current one now. Second, I think you need more card draw. Nothing hurts more than going infinite with Marwyn and not having a way to capitalise. Before I give my recommendations, you must know that I play my deck in a competitive pod and all my suggestions will be from that perspective. A few recommendations I have: Cuts: These are generally gonna be alone the lines of cards that don't say "Speed and draw towards your wincon" Yeva - If youre really attached to Flash, shes fine. But at 4 cost, and not helping you move toward a compact combo win and this slot could be better spent with a faster creature or mana source. Essence Warden and Aetherflux Resevoir - Fine backup plan, but still not in line with keeping the deck fast with sheer speed, especially without Cloudstone Curio to repeatedly rotate two one drops. Memorial to Unity - Fully Recommend removal, the effect isn't worth the the tempo lost in casting. I used to run cycle lands and even they ended up being cut. Freyalise - While super flavorful and full of utility, her price isn't worth the admission cost. You can get removal from a single drop source I will mention in the adds and here plus up is slow enough to be holding you back. Her Ult is nice but we are trying to win in three turns, not wait three turns to draw our Win. I'll recommend a different planeswalker in my adds. Increasing Savagery - I know, I know. This is one of my favourite casual EDH cards and does some splashy stuff with her, but at the end of the day, it only net's 1 without an untap engine and you cant always rely on that. By all means keep it, but its fringe in here. Scavenger Grounds - Not bad, but we aren't super worried about grave combo decks because we are normally trying to out race them. I have another land to recommend in the adds. Adds: These are normally going to be cards that say "Speed and draw towards your wincon". All of these will be under $11, per your instructions. Cloudstone Curio - This card generates tons of value in this deck, and combine with a haste engine, its turns our (G) mana dorks into infinite trigger engines for Marwyn, not to mention the value of Curio and Paradox Engine. Nykthos, Shrine to Nyx - Pure value in the form of a land. It speaks for itself and has long been an auto-add in all Mono decks. A must add. Crystal Vein - Quick, can pop your combo off. Harmonize High value card draw. Rishkar's Expertise - Extremely good card draw with extra value thrown in because WotC loves green. A must add. Garruk, Primal Hunter - The better walker I mentioned. Always drop and -3. Basically another Soul's Majesty without the down side of having to target. Sylvan Offering - Fringe but I think it adds value. Alot of our cards reference Elfs on the field, so where most would view a -1 trade off on mana, its actually a powerful doubler for mana of our cards. All in all, I really like your deck and think you have a firm grasp of how to abuse Elf-Mom. These are merely suggestions for you to become in more fast and consistent that you no-doubt already are. I hope you consider my feedback and enjoy Elf Mom for many more games. Good luck, have fun!

ShikiTen on Kefnet, The Handful

2 months ago

Regarding Seat of the Synod with your Trinket Mage - aside from the 3 targets: Mana Crypt, Sensei's Divining Top, and Sol Ring, O-Naginata will be a valid target once it's added. But I get wanting more options.

I did not consider a 1st turn play of Saprazzan Skerry, and I suppose in that regard it's all right, but I think you're right about Crystal Vein being a better option for ensuring a 2nd turn Kefnet.

Sphinx of Magosi's draw is cheaper than your commander's, but in thinking of that - what would you say to good ol' Training Grounds. Normally I wouldn't recommend it for a deck with such few activated abilities with colorless mana in them, but Kefnet the Mindful is your commander, so it would be relevant at almost every stage in the game. Again, not sure what I would suggest to cut for it though.

As for Nezahal, Primal Tide being cut for Jin-Gitaxias, Core Augur, that might be a good idea. However, Nezahal, Primal Tide is almost impossible to get rid of. In that regard it might warrant playtesting each to see which one outperforms the other for you.

I also read Kefnet the Mindful and I did not realize he returned a land as well. Patron of the Moon or Walking Atlas could kind of off set the negative side of that. Still stumped as to what to suggest to take out.

Permafrost on Kefnet, The Handful

2 months ago

ShikiTen, Thank you for the up vote and feed back!

I like O-Naginata and considered running it for the reasons you stated, but the lifelink and trample are pretty important. Trample helps me get around chump block fliers, and I dont know of too many other equipment that give the power boost i want plus trample. I want to run Blink of an Eye but am having a hard time cutting something for it. I may just put it in place of Into the Roil since I have a foil copy LOL Kami of the Crescent Moon is in over the mine because its a blocker. I lack creatures in this deck, so I needed a body that gives me cards. He is not great though, he dies to everything lol. I run Sphinx of Magosi as a back up beater. His ability to draw cards is cheaper than kefnets, and he gets bigger every time I activate. Jin-Gitaxias, Core Augur is amazing, though, and I do think he would be a great fit. He gives me control and a full grip. Maybe I take out Nezahal, Primal Tide? Saprazzan Skerry is in here for a turn 2 Kefnet. It probably should just be Crystal Vein, its better in any period of the game since it comes in untapped and can be sacked at any time to make 2 mana. As for Seat of the Synod, the only reason its in here is for a Trinket Mage target. Its a back up target for sure, but it just insures that I will have something to search for.

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