Grafdigger's Cage

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
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.

Grafdigger's Cage Discussion

SynergyBuild on Yeva Draw-Grow

4 days ago

I think this list running Vitalize , Ravenous Slime , Scryb Ranger , Grafdigger's Cage , and Shimmer Myr would make it better. Maybe even Skullwinder , or with a different take on the landbase; Early Harvest .

This would let the deck go off at instant speed much easier

Question is what to drop... Skullclamp needs more than 15 creatures that would die with it IMO, and Umbral Mantle may be too slow at sorcery speed. I think it is worse than staff because it doesn't draw cards, but I may be wrong in that assessment. One or the other could get dropped I think. Growing Rites of Itlimoc  Flip I think is too slow, but I'd need testing on that. Otherwise Blighted Woodland ? It doesn't seem like it belongs.

spacecoyote1313 on Black White Tokens

1 week ago

Also maybe -2 Grafdigger's Cage for +1 Leyline of Sanctity and +1 Zealous Persecution . You already have peace so no need for the cage.

hellhole3927 on Church of The Operating Room

1 week ago

I would recommend a playset of Leyline of the Void on the sideboard. If not a playset definitely 2 for the Grafdigger's Cage .

Reasons:

1) it makes Snapcaster Mage a pretty dead card

2) it turns off the Delve mechanic

3) it turns off Tarmogoyf

4) it turns off the Mindslaver Academy Ruins lock in Mono-Blue Tron

5) enchantments are much harder to get rid of than artifacts

6) it turns off the UR Gifts Ungiven Storm deck (quite good)

7) it turns off Bridge from Below

8) etc, etc, etc

Catpocolypse on Vehicle Rush (Custom) V2.0

2 weeks ago

Its good that you are starting with making a deck based off a precon. Some of my best decks are based of Standard Finals Decks. Its one of the best ways to really get going. That doesn't mean, however, that you are always right and that I'm not going to give some advice.

While some cards are used in Standard against some matchups, when you play Modern, you have access to a much larger pool of cards. With this in mind cards like Cast Out and Harsh Mentor aren't really viable in Modern. Path to Exile is better than Cast Out in pretty much everyway, whereas there are better options for hate than Harsh Mentor .

Lightning Bolt is better than Lightning Strike . Period.(unless budget reasons)

If you are looking for some anti-graveyard cards, I'd suggest Grafdigger's Cage , Leyline of the Void , Relic of Progenitus , Rest in Peace or Nihil Spellbomb . Any of those are better than Crook of Condemnation in their own way.

There are also some cards that just don't seem to fit. Why do you run Celestial Dawn ? Is mana fixing really that much of a problem for this deck? I just don't see it. And how much does Cultivator's Caravan really help? I mean, you just spent 3 mana and at least 3 power on a mana dork who is admittedly a 5/5, but still. I would look at maybe Smuggler's Copter just for the cheaper price and the ability to refill your hand.

All in all, pretty impressive for your first even Mtg deck. +1 from me.

poorpinkus on How to Have Fun in EDH - Phelddagrif Surprise

3 weeks ago

Fr0sty11 So first of all, I'd like to mention that I really haven't done much with this decklist for a couple years. I pretty much bought every card in this deck with a budget of under $5, but the meta seems to have changed enough to increase the price of some cards.

I haven't been playing the deck recently because I've moved on to some other decks that I enjoy, but from my previous experiences, I've found that this archetype can morph to more playgroups than you'd think, you just need to think about the long game. That being said, I think this deck definitely fits in the 60-75% range in terms of meta. Anyways, let me clear some things up:

  • The deck can play to multiple different archetypes: Control, Group Hug, Mill and Pillow Fort are the biggest ones. A big thing to keep in mind with this is that depending on your specific playgroup, you'll probably want to tune the deck to suit the problems that you are facing. Personally I don't play against many enchantment wipes. Have problems with board wipes? Try tossing in Faith's Reward or other redundancies such as ways to give your stuff indestructible. Counterspells also work.

  • Your opponents will remember your past games, and they will try to avoid past mistakes. A big thing about this deck is attitude. If you come in saying "Hey I'm gonna mill y'all", people are going to be wary of your generosity in letting them draw cards for example. They might also take your offerings as threats, undermining your biggest way to protect yourself. In general, you HAVE to run this deck as a group hug deck, and swing the game into your favour once the game is close to an end and you can get people to root for you. The best way to get to this win condition by playing as a group hug deck is to swap in cards that subtly work well for you while benefitting everyone as a whole. A good example of this is Collective Voyage , which gives everyone lands, but it also might get you a lethal Strength of Cedars or enough mana for an insta-mill.

  • An addition to the previous point, if you want to win multiple games in a row, you're going to need to find a different angle each time, otherwise you're going to attract unnecessary attention; If, for example, you won one game by pumping up Walking Archive , people are going to be afraid if you play that card again, so consider trying to look for counterspells and play something like Forced Fruition instead on your next game, allowing you to lead your opponents into a trap, or go a completely different angle, either winning through politics or again playing an angle like Strength of Cedars .

  • Don't feel bad if you have a losing streak, the deck is mainly focused around making the game wacky, and other people aren't going to have fun if you're winning too much. While winning is the goal, it's not what you should exactly aim for for the majority of the game, since I really made this deck just to see what crazy shenanigans could happen.

  • My playgroup tended to play nice with politics when I made this deck, but if your playgroup is different, you may want to add more ways to discourage your opponents from attacking you. Caltrops is a good example, or any other pillow fort card (I tried to avoid these), and if you find that there is just too much in play, try something like Portcullis instead.

  • There are really no "necessary" cards. The point of the deck is redundancy, so if something is out of your budget range it's totally fine not to include it. Try looking at other people's suggestions, the maybeboard, or other decklists if you'd like more inspiration, but usually the best thing to do is look at the problems that you are seeing and put some patches on those holes.

  • I was never able to test this deck against combo, mainly just goodstuff decks. If you're having trouble with combo, try something like Torpor Orb , Suppression Field , Grafdigger's Cage or just more counterspells. The weirdest thing to balance in this deck is contingency plans, so I had to go with purely what worked for me.

  • Opposing control decks are your friend, just don't make yourself look like a target to them. Usually they will attract a lot of hate, so you can let them counter the scary stuff while taking hits, and once they inevitably die, you may have enough resources to assemble a wincon.

  • Have other decks to play, because people will definitely get tired of having you throw too many wrenches into their plans. The deck is meant to be a fun thing that you play every once in a while, so too much of it can be a bit annoying to opponents.

  • Finally, I'd like to mention that with this deck you REALLY need to know when to hold things back. This deck requires a lot of knowledge of your opponents' decks as well as a lot of patience, so if you're just playing your hand, you will most likely attract too much attention. If you notice that you are attracting too much aggro, take a step back and reassess how you've affected your opponents. You may find that if you just waited for an extra turn, you could have won rather than getting your stuff removed.

Anyways, this was just a lot of random thoughts, but I hope it helps! I really believe in this deck, but I definitely need to revise some things now that I've made more control decks and, well, played more commander. This was the first deck that I've ever purchased for EDH, so it definitely holds a special place for me, and I hope that it ends up working out for you! I'll see if I can find some budget options later, but for now I need to sleep...

NoOneOfConsequence on Sen Triplets Artifact Control

3 weeks ago

So, you have Ad Nauseam and Angel's Grace . Cool. What's the game plan from there? Draw your whole library, sure. Then what? Play Laboratory Maniac ? Well, you can't actually win with that alone, because you'll then die as a state-based action during the next upkeep. You'd have to save a Ponder , Preordain , or Brainstorm . That's 10 mana to go off--not exactly great for a 2-card combo. Sure, you have Reliquary Tower to not have to draw your whole library, but you'd probably still just kill yourself, all the same. And I wouldn't really recommend using Ad Nauseam any other time, frankly--you have a bad curve for it, with a number of 5 drops, 6 drops, and a 9 drop. Also, you're only playing 23 artifacts, including your commander. I'd recommend playing at least 25.

I see you're also running Dramatic Scepter, Top + Future Sight + Sculptor, and Paradox Engine . That's all well and good, but I don't really see the payoff apart from Blind Obedience . That's a whole ton of combo pieces to put together--not great.

Cut Ward of Bones , Consecrated Sphinx , Darksteel Forge , Armageddon , Dissipate , Phyrexian Arena , and Perplex . Put in Static Orb , Shimmer Myr , Winter Orb , Tangle Wire , Grafdigger's Cage , Pongify , and Terminus . Considering you're running Mystical Tutor , Personal Tutor , Sensei's Divining Top , Brainstorm , and Future Sight , it shouldn't be that hard to miracle it.

TheMillKid on gift that keeps on giving

3 weeks ago

Glad you found a home for a card you enjoy!

Currently, you have two copies of Oblivion Ring in your deck, but you can replace it with a card like Grafdigger's Cage .

You might also enjoy playing the land Contested War Zone , although be careful when it's one of only two or three lands in your opening hand!

Happy brewing!

Metroid_Hybrid on Graveyard hate sideboard

1 month ago

Something a little narrower, but nobody ever seems to see coming is Faerie Macabre ..

Personally, I run a single Grafdigger's Cage & a playset of Faerie Macabre s in the sideboard of my Legacy Eldrazi deck.. While Modern is not the same as Legacy, what a Reanimator player once told me at an IQ a couple years back is still valid; Artifact & Enchantment based GY-hate are expected & planned for accordingly in their own sideboards, but none of them know how to readily deal with Faerie Macabre because they don’t see anything (they’ll think the coast is clear to freely combo off) until it’s too late..

Yes, it can be responded to like anything else, but there’s no way to otherwise counter it in Modern outside of Trickbind & Disallow (Legacy also has Stifle ), and that’s it..

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Grafdigger's Cage occurrence in decks from the last year

Modern:

All decks: 0.03%

Green: None%

Legacy:

All decks: None%

Commander / EDH:

All decks: 0.02%

Blue: 0.17%