Crystalline Crawler


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Crystalline Crawler

Artifact Creature — Construct

Converge — Crystalline Crawler enters the battlefield with a +1/+1 counter on it for each colour of mana spent to cast it.

Remove a +1/+1 counter from Crystalline Crawler: Add one mana of any colour to your mana pool.

: Put a +1/+1 counter on Crystalline Crawler.

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Recent Decks

Crystalline Crawler Discussion

Khirgan on

3 weeks ago

Here are a few suggestions I have for you to go infinite while trying to keep my suggestions relatively cheap:

Protean Hulk - Sacing the hulk should pretty much be an instant win by allowing you to tutor up the Utopia Mycon + Champion of Lambholt + Zulaport Cutthroat infinite combo you've already got in the deck. There are a lot of 6 total cmc creature combos you can tutor up that will just end games for you, especially in these colors. This card honestly should fetch anything you need in order to finish a game right then and there depending on what tools you already have in play.

Natural Order - A little pricey, but it lets you cast the hulk for much cheaper by sacing a token.

Illusionist's Bracers - On Ghave, the bracers are a Doubling Season for about 1/20th the $, which is absolutely bonkers.

Crystalline Crawler - This is actually a surprising amount of ramp / potentially being a free spell in addition to helping go infinite when combined with Mazirek, Kraul Death Priest or Cathars' Crusade

Lastly, Smothering Abomination can almost match up to Skullclamp as a draw engine in this type of deck.

You might also want to look at Bitter Ordeal as a hilarious alternate win con

I've got a deck that I've been working on for a while that's pretty similarly focused. Feel free to take a gander Ghave Combo. Hopefully this helps.

popum on Help me! Im building Ezuri, Claw of Infect

1 month ago

I would go down Slither Blade Fable of Wolf and Owl and Crystalline Crawler as they don't add very much to what you are doing. If all your creatures but the manna dorks are infect then Grafted Exoskeleton might be overkill. You might need some recursion to get back some infectors after they die as well.

elgosu1337 on By That Sin Fell The Angels

1 month ago

Forgot to mention Crystalline Crawler and Phyrexian Altar, and Mana Reflection to get the most out of those cards and Ashnod's. Ant Queen and Sacred Mesa are probably the best repeatable token generators in these colors. Twilight Drover is also great if you have Cathars' Crusade. Eldrazi Displacer works well with Brood Monitor and Eyeless Watcher to generate tokens.

Natalbee on Help me finish my list ...

1 month ago

Not sure if this counts, but Evolution Vat and Crystalline Crawler get you infinite mana of any color (if the 'Crawler has 7 counters on it). Technically a colorless combo, but needs to be in at least a Simic deck for EDH.

ThallionDarkshine on Ezuri Scissorhands EDH

1 month ago


Honestly, I think all the cards you mentioned are strong even working the way that they do. Once you hit a certain amount of experience counters, you don't really need any more, you just need payoff cards, and the things you mentioned fall under that category. Walking Ballista is one of the best finishers in Ezuri, letting you clear out opposing creatures or just kill off players, and rounds out a Trinket Mage package very nicely. Master Biomancer, while not as powerful in here as in a more token focused build, gives all your creatures a huge power boost, and lets you instantly take turns with Sage of Hours, generate tons of mana with Crystalline Crawler, negate the -1/-1 counter from Glen Elendra Archmage, or even make Walking Ballista even more ridiculously powerful. And even though Altered Ego does not synergize with Ezuri on its own, it works very well with all the other creatures in the deck that care about counters.

ThatGrimGuy on

2 months ago

Thanks for your feedback! I definitely think that Atraxa, Praetors' Voice, Maelstrom Archangel, and Urborg, Tomb of Yawgmoth spike this deck's price way up. There are plenty of more budget friendly options such as Winding Constrictor, Vorel of the Hull Clade, or even Fusion Elemental. I definitely don't think you should remove the expensive mana ramp/fixers, such as Chromatic Lantern or Crystalline Crawler because they really help this deck. The mana base is pretty much the sole reason that this deck is above 150 USD, the typical budget deck cost, BUT this is a five color deck and there are definitely plenty of even cheaper land options, such as the khan tri-lands, I just happened to choose a slightly less budget mana base.

I hope that my response helps you!

PrehistoricMan on Vorel of the Simic

2 months ago

first of all, no need to apologise for critisism, as this is YOUR deck, and i'm trying to both help you, improve my own deckbuilding and have a good conversation about way too expensive cardboard :). you can leave formalities behind and so will i, unless that discomforts you of course.

i like your view on cards, as it differs with mine. this is probably because of the difference in playgroups, e.g. the issue of big things getting countered. (this rarely happens in my group, mainly cause i am the blue player playing very little counterspells. destroying things is the way to go)

i have two different points i want to bring out there, first point is about your reaction on my post, the second one is going to be about your "craving" for piloting a versitile deck rather than winning with a sequenced set number of cards.

so Woodland Bellower seems pretty good in the deck, however it cannot tutor Trinket Mage for it is not a non-legendary green creature. nevertheless it does tutor the Reclamation Sage, Eternal Witness etc.

Clever Impersonator: i get the idea of why this card is in the deck. even though versatility is key, this card is not going to help you close out the game when you are on the winning hand (assuming being on the winning hand is having a far better board state). mirage mirror would be my go-to replacement for this card as it is more versitile. apart from biomancer and fathom mage there's not much to copy in your own deck, but that was never the point of Clever Impersonator.

Oran-Rief Hydra: if this is a spotholder for a huge creature that grows if left unchecked i would still stress that it would be replaced. this time around i found Heroes' Bane to be the better option. although it is not a big change, this would optimize mana-cost and add yet another way to spend mana.

never judge a book by its cover, i completely missed Zameck Guildmage his second ability.

Tuskguard Captain: if flying is what you prefer, what about instead paying 6 mana to give your creatures with counters flying Sapphire Drake, you pay 6 mana to give ALL your creatures flying and have all your opponents' creatures lose that ability: Archetype of Imagination

is it right for me to say that having a lot of counters on one creature is more important than having lots of creatures with counters on them? if it is, then thrumming bird isnt really doing much. the inability of this deck (which isnt a bad thing per se) to easily place counters on creatures that haven't got any is what made me question Master Biomancer in the first place, after reading it today i realised it didnt need any counters to work. nevertheless in these 100 cards there are 5 cards that can give creatures counters: Plaxcaster Frogling, Master Biomancer, Zameck Guildmage, Bow of Nylea and Retreat to Kazandu. all of this gives me the feeling a proliferate trigger wont do much, same goes for hardened scales, as 1 more counter on a 13/13 hydra wouldnt make that much difference anymore. conclusion: consider taking out thrummingbird, hardened scales and retreat to kazandu.

to replace these cards you will need ramp, for your deck uses a lot of mana. i cant stress enough how important land based ramp is for your deck, as it is using a wild variety of hard-to-cast cards like Prime Speaker Zegana, Plasm Capture and Alchemist's Refuge, but i respect the issue at hand. i have come up with a small list of ramp that might counter the issue i know all too well: the pain of drawing cultivate in the most important part of the game.

Explore, Urban Evolution, Commander's Sphere, Mind Stone, Hedron Archive

these cards all replace themselves if you draw them lategame. some draw you even more. an honarable mention could be Abundance

i'm thinking about versitality and i am actually wondering what that means for you as a player. is it adding cards like Orochi Hatchery ?

finally i'd like to know what you think of Gyre Sage Everflowing Chalice Astral Cornucopia Crystalline Crawler

Salad_Thunder on The Legends of Salad

2 months ago

It's related to the one that pops up in Ghave decks with the Altars that let you sac for mana. Based on what I have in this one I think you need four cards, so it certainly isn't easy to get, especially since Ghave isn't the commander: Ghave, Doubler Combo*, and Utopia Mycon; where the doubler combo is Doubling Season or Parallel Lives plus any of Cathar's Crusade or Champion of Lambholt or Mazirek

1) Pay 1 mana to change a +1/+1 counter into two Saprolings (get at least one more +1/+1 counter if using Crusade or Lambholt)

2) Sac one of the Sarpolings to the Mycon to get your initial mana back (get at least one the +1/+1 counter if using Mazirek)

You're now back where you started with an extra Saproling and possibly extra +1/+1 counters. If you had out any of the red artillery cards out then you do damage as you go through the steps too.

Using Ghave as your commander and adding in Ashnod's Altar, Crystalline Crawler, Earthcraft, Hardened Scales, Lumberknot, Phyrexian Altar, Primal Vigor, and Winding Constrictor in addition to the others listed above makes it a lot easier to get a combo out, including with only three cards instead of four (Ghave + Doubling Season + Ashnod's Altar: mana and a +1/+1 counter -> two saprolings -> two mana and a saproling left -> two +1/+1 counters with one mana left -> one +1/+1 counter and two saproling - > one +1/+1 counter one saproling and two mana; so you're a saproling and a mana ahead each time through).

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