Grafdigger's Cage

Legality

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

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Dark Ascension (DKA) Rare

Combos Browse all

Grafdigger's Cage

Artifact

Creature cards can't enter the battlefield from graveyards or libraries.

Players can't cast cards in graveyards or libraries.

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Grafdigger's Cage Discussion

Penthoplayer on Tatyova Lax (cEDH)

5 days ago

Things that stick out to me:

Missing Mana Drain, Carpet of Flowers, Mystic Remora, Mox Diamond, Mox Opal, Chrome Mox, Mana Vault, Grafdigger's Cage

I'd also take out Palinchron, Deadeye Navigator, Null Rod (It hurts you too much as is), Horn of Greed, Arcane Denial, and Buried Ruin

There would be 3 other slots, but this was what jumped out to me.

SynergyBuild on Atraxa - +1/+1 counters

1 week ago

Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.

This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.


Here we go:

  • Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.

  • Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.

  • Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.

  • Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.

  • 2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.


Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!

Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.

Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.

Containment Priest is a creature that can stop Kaalia of the Vast, but not Muldrotha, the Gravetide or The Mimeoplasm, but you might want to consider it too, despite it's price tag.

Good luck!

Icbrgr on Dimir Nightmares

1 week ago

currently this deck dies to Pithing Needle...Ratchet Bomb is my reflex answer for touching artifacts/enchantments in these colors...Annul and Hurkyl's Recall are also options. Maybe a combination of Jace's Phantasm and Wight of Precinct Six could be used for a beatdown wincon?... perhaps Thought Scour/Dream Twist used on yourself could be a sneaky means to "draw."

Silverdrake on Blightning, specters, and snipes, oh my!

2 weeks ago

Hey, looks fun! +1 from me!

Depending on how much you're willing to spend there's a bunch of upgrades you can make. Claim//Fame is a budget card that works wonders with Vexing Devil, Black Cat, and your Rakdos cards. Inquisition of Kozilek and Thoughtseize are both incredibly powerful discard spells that let you choose what you're taking to help stop their gameplan. Wrench Mind can be effective at emptying your opponents hand for just 2 mana. Nyxathid is exactly the kind of card you'd like to see in this kind of deck. You might consider Rotting Rats instead of Black Cat. Geier Reach Sanitarium would be nice to run a few copies of as it helps you find the cards you want and, in a roundabout manner, makes your opponents discard to trigger caress and fell specter. Lastly, if you wanted to go absolutely insane with money, you could get 2-4 copies of Big Mama Discard herself, Liliana of the Veil.

If you're planning on bringing the deck to FNM you're definitely going to want a sideboard. You'll want to focus on A) the top decks right now and B) your hardest matchups. Human tribal is a HUGE deck right now, so you'll probably want some boardwipes in the side. Damnation is the best one you have access to in your colors, but to stick to a budget you could go for Anger of the Gods or Drown in Sorrow instead. I'd recommend 2-3 copies of whichever one you choose because of how popular the deck is. Tron and Storm are also wildly popular right now, so you should consider some Damping Spheres in the side to help against them. I'd recommend 2-3 copies. Graveyard hate is always prudent to have, especially when you plan on helping your opponent put things in their yard. Grafdigger's Cage and Nihil Spellbomb are probably the two best choices for you, though Leyline of the Void is also possible but I wouldn't recommend it. Whatever you choose, I'd recommend 1-2 copies. Artifact hate is also usually prudent to run, I'd say 1-2 copies of By Force would suit your sideboard well. Now, I imagine your hardest matchups are going to be fair midrange decks like Jund and Abzan that can play out enough threats before you make them discard them. Things like Tarmogoyf and Bloodbraid Elf will be your most likely downfall in these situations. In sideboard you should pack some extra removal for them - things like Fatal Push, Go for the Throat, and Cast Down will all help greatly against those decks.

Whatever you decide to go with, good luck!

JKRice on Make Mill Great Again

3 weeks ago

This is a great deck, but i have a few suggestions. There are a couple of questionable card choices in the deck, namely Darkness, Crypt Incursion, and even possibly Fraying Sanity. Darkness will work against many decks in the meta, but against decks like scapeshift, storm, burn, and other similar archetypes, darkness is just a wasted card slot. instead, i would reccomend putting in something like Remand, which is used a lot in modern to stall for a turn if they try to play something big. For Crypt Incursion, i would reccommend one of two cards. the first is Grafdigger's Cage, which is simply mana cheap graveyard hate, which is what i assume you are using Crypt Incursion for. The second card is Relic of Progenitus, which is in about every modern sideboard ive ever seen. However, as a mill deck, you probably want to mainboard graveyard hate. As for fraying sanity, it has the same problem that crypt incursion does: it's too much mana. many modern decks will betrying to win on T3. If you play that on turn three and pass, you will have no responses to anything they do. Instead, i would reccomend putting in Tome Scour, Thought Scour, Mind Sculpt, or another mill card like Manic Scribe.

SynergyBuild on Talrand the Control

3 weeks ago

Okay, lets start, Talrand, Sky Summoner is the wincondition, right? If the goal of the deck is to drop him fast and early, Kindred Discovery is a great way to use him to draw cards.

Commonly control loses card advantage in 1 to 1 trades, because there are two opponents who didn't lose cards, but you did, if for each trade you make, you draw a card, the trade is a 1 for nothing. It is straight gravy. Honestly it is a 2 for nothing, since you got a drake. 2 for nothing is absurdly powerful.

The issue is blue doesn't have the best tutors, and that will mean you won't get this level of gravy often, but we can try to optimize the list to survive until you can, or until we find another card drawing engine.

There may be a problem here that you have noticed, you still spend the mana of each card you cast. We have to make sure your answers are very cheap for you to win. I want 0 mana spells, 1 mana spells, and 2 mana spells as your answers. If they are any higher, they have to either:

A: be castable for a alternate cost to make it cheaper (Force of Will, delve spells, etc.)

B: draw a card (Into the Roil kicked, Cryptic Command, etc.)

C: hit multiple threats (Whelming Wave, Cryptic Command, Evacuation, Reduce to Dreams, etc.)

D: get back there mana (Unwind, Snap, etc.)

If all of that is done, we need to talk card draw, outside of engines, engines are great, but we can't just run engines, they are slow, clunky, and few-and far between. You run plenty of the next point, cantrips. Let us take the best option, Brainstorm. It is absurdly powerful, one mana to dig 3 cards, at instant speed, using up mana that otherwise would have been wasted, if you held up mana on the opponents turn. It helps find the answer or counterspell you need, all in response to the Food Chain you can't let resolve.

You run a number of cantrips, even some bad ones I would switch, like Telling Time, it may look like an Anticipate, but being forced to top a card sucks. I would run Anticipate over it any day, but you already run that, so toss in a Preordain, I promise, it is worth it tenfold. Quicken would be another drop, toss in Kindred Discovery over it or something.

Cantrips are nice, but good card draw, like Fact or Fiction, you know, a way to get more cards in your hand than you had, they do cost mana. 4 mana is topping it off, and it has to be instant speed for me to consider it at 4 mana, but FoF fits the bill. Windfall should be run, as the control player, before an engine hits, you need to spend more cards than your opponents do to keep threats of the field. Windfall gets you the new hand, and tosses out whatever cards your opponent tutored out.

Rebuild is a great card I suggest, it can be cycled, so you don't have to worry a ton about the specificity of the card, but it sweeps out many players. Run it. Drop something like Wash Out for it.

The trick with sweepers it to hit as much as possible, and be 4-2 mana, or do other great things. Cyclonic Rift is an example of a great removal spell, that occasionally can double as a sweeper, but shouldn't be held back for that effect. Whelming Wave is pretty good at sweeping opponents, I would drop Inundate for it.

Most of your creatures I could drop for more tutors and answers and card draw Solemn Simulacrum isn't worth it, as it doesn't have flash, it wastes a turn and doesn't win you the game, you could lose it if an opponent combos out because you couldn't answer it. Toss in a Mana Leak or something in it's place.

Others I would suggest dropping for basically the same reason are as follows: Archaeomancer, Burnished Hart, Chasm Skulker, Docent of Perfection  Flip, Duplicant, Fatespinner, Kira, Great Glass-Spinner, Phyrexian Metamorph, Portal Mage, Sower of Temptation, Thing in the Ice  Flip, Trinket Mage, Vedalken Shackles, Mindslaver and Runechanter's Pike.

All of these drops will allow for more space for answers, card draw, and a little bit more ramp, such as Fellwar Stone, Sky Diamond, Coldsteel Heart, etc. More answers like Pongify, Mindbreak Trap, Snap, and other answers can allow for exponentially more ways to stop your opponents.

Not all answers are great though, Boomerang is a card I would drop for a better hate-piece like Pithing Needle, Grafdigger's Cage, or any other decent hate-piece, like Silent Arbiter for a meta in which beat-down is regular, or you see a lot of Tymna the Weaver lists. Damping Sphere against storm, or whatever else you need.


In conclusion, I'll probably write up a rough list for this style of game, and good luck!

SynergyBuild on Dang Son! It's a Shiny Rube Goldberg Machine!

3 weeks ago

+1 for the deck...

But this deck doesn't really show how to rube-goldberg Machine it all up.


Here's how:

Paradox Engine + untapped Arcum Dagsson + any artifact creature:

Tap Dagsson to sacrifice the creature, fetching Citanul Flute, tap the flute, fetch any of the at least 2 other 0 drop artifact creatures (Phyrexian Walker, Ornithopter, Shield Sphere, or Memnite) in the deck to hand, cast it, untapping dagsson and the flute. Fetch Gilded Lotus, tap the lotus for , then the flute to fetch the last 0 drop in your deck.

Cast the 0 drop, untapping dagsson, the flute, and the lotus, get 6x with the flute, sacrifice the 0 drop to fetch Thran Dynamo, tap it for 6x and . tap the flute, paying to fetch Myr Moonvessel, cast it, untapping your rocks and the flute and dagsson, tap the flute and pay to fetch Scrap Trawler, leaving 9x and left floating, cast it, untapping your rocks, and the flute, leaving up 10x and .

Pay the mana to fetch and cast every single creature in your deck in this method, by tapping and untapping the rocks, then loop sacrificing Myr Retriever bringing back two 0-drops with Scrap Trawler, casting them, and sacrificing Junk Diver to bring back a 0 drop and Myr Retriever, then casting them and sacrificing Myr Retriever bringing back Junk Diver and a 0 drop, you may repeat this infinitely until you get infinite mana and every non-creature artifact in your deck except for Grafdigger's Cage. You may "fail to find" an artifact so you can get more sacrifices than non-creature artifacts.

With infinite mana, dump it into Staff of Domination, drawing all of your deck. Use Capsize to bounce all of your opponent's permanents. Hold your countermagic, and Capsize or any other number of cards you want, and Scroll Rack the rest onto the top of your library.

Because of Aetherflux Reservoir and your infinite casts, you have infinite life, you also have infinite mana, and infinite bounces, etc. You can pass the turn, and repeatedly Capsize your opponent's lands, or counter any real spells they cast, all while they slowly mill out, and whenever you draw the last card of your deck, Scroll Rack it all back in. If you are ever about to lose, Aetherflux Reservoir them to death, or just let them mill out.


Now that is a rube-goldberg machine!

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