Crystal Vein

Legality

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

Land

: Add to your mana pool.

, Sacrifice Crystal Vein: Add to your mana pool.

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CM1

C14

6ED

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Crystal Vein Discussion

bryanedds on Godo x Zirilan

1 month ago

Replacing Strip Mine and Homeward Path for Dwarven Ruins and Crystal Vein might also make sense for Godo.

Strangelove on Muldrotha Lands Matter

1 month ago

From Titania:

Havenwood Battleground/ Hickory Woodlot ...ramp/sac lands! There are more of these (I only had the mono green).

Crystal Vein/ Petrified Field/ Ghost Quarter/ Scorched Ruins ...must play?

Mirrorpool ...clone land?

Natural Order ...(green creature) tutor.

Zuran Orb/ Sustenance/ Spitting Spider ...sac outlets.

Constant Mists ...fog/sac?

Realms Uncharted ...tutor!

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

2 months ago

Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:

1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.

2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.

3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?

3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.

General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.

I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?

Oloro_Magic on KIngWiggins

2 months ago

I am most interested in the Mana Vault, the Pact of Negation, and the Spellskite I see you have. Of the other stuff the Crystal Vein, Geier Reach Sanitarium and Tormod's Crypt. Hopefully we can find some things to get a few of these

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

2 months ago

Hello ^^ I built this deck in paper with some proxis to play with my friends, and i'm very excited about it :D I cut mishra's workshop tho, cause i cannot realistically expect to get, and put Temple of the False God in its place instead, although i am also considering Crystal Vein there for ramp, or Valakut, the Molten Pinnacle and Geier Reach Sanitarium cause value. Besides that, i'm playing exactly the same decklist as you, and i'd love to read your thoughts on some cards i think might be good in the deck:

Glorybringer it's kind of a hasty evasive repetible flametongue kavu for 1 more mana. Haste and evasion is relevant to get to goad or exile some cards from opponents. I know costing extra mana is huge. What do you think?

Loyal Apprentice maybe this card flew under your radar cause it came out in august, but the few times i've played it seemed super good with low to the ground commanders. The fact that she pops out thopters with haste is huge, so you can get immediate value from her with grenzo in play. She and her thopters also have haste so it could help speed up the game, which could be good considering this deck has no haste enablers. I was considering put her in instead of Young Pyromancer cause i feel the psynergy with grenzo is better, although more volatile. Young pyromancer seems like adds more value on average, but with a lower cealing. Another card i considered to cut is Moggcatcher, as it's slow, but i'm still not sure if the loss of one tutor would damage the deck.

The last card i wanted to show you is Stolen Strategy, also a fairly recent one. I see this as a "catch-up" card on theme with the deck that helps to recover after a board wipe. Like Outpost Siege would do but on steroids. The problem i see is that this effect for 5 mana feels inefficient and the fact that doesn't let you play lands is kind of an issue.

That's all ^^ i'll be testing the deck and see how it goes. For now i had a bunch of 1vs1 games with and one multiplayer that was a blast, although my attackers only exiled lands with the grenzo triggers xd Thank you very much for putting so much effort in this list, explained it and showcasing it. I really wanted to have a good grenzo deck and i felt kind of helpless to build it.

Khirgan on Muldrotha - Combo in Sheep's Clothing

2 months ago

Hey Last_Laugh, thanks for the comment. While I love Crystal Vein and am mad at myself for missing that originally, I'm hesitant to use Bear Umbra solely for the fact of how little I actually attack. I'll try it out and see how it does. I've gotta say, Totem Armor does look pretty spicy with how much Muldrotha's been targeted lately.

Last_Laugh on Muldrotha, the „Fun“ in „Funeral“

2 months ago

Nice deck but I do have a few suggestions. First, Mirror-Mad Phantasm which is admittedly some extreme mill but allows you to run a few win-cons like Living Death. I'd also consider Crystal Vein, it can ramp you 4 mana in one turn (more if you run guys like Azusa, Lost but Seeking/Oracle of Mul Daya which are worth it here). Cephalid Coliseum is another land worth considering. Animate Dead needs a spot (better than Necromancy but I'd run both). I'm also very fond of Song of the Dryads for removal here (being able to recur these at will can be back breaking to any deck relying on its commander like Purphoros, Animar, etc.).

Anyways, here's a link to my list. Feedback and/or upvotes on any of my lists is appreciated. Muldrotha's Madhouse - No Infinite

Last_Laugh on Muldrotha - Combo in Sheep's Clothing

2 months ago

Have you considered Crystal Vein? It can ramp up to 4 mana in one turn (or more with Azusa etc.). I've also had extremely good results out of Bear Umbra... this General can be mana hungry so that land untap is amazing here and totem armor itself is nothing to scoff at either.

Anyways, feel free to check out my list for ideas. Feedback and/or upvotes are appreciated. Muldrotha's Madhouse - No Infinite

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