|Commander / EDH||Legal|
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Creature — Crab
Landfall Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard.
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Hedron Crab Discussion
1 day ago
@Norstail: Most of it is already explained in the Card Choices segment of the description, but I'll gladly go into detail a little more.
First let me say, that indeed the mana base might seem less painful if it were just two colors, but to generate maximum synergy with Hedron Crab, the deck would play many fetch lands either way, so with all the fetching we might as well splash a third color. I imagine the UB version would play the new mill land Ipnu Rivulet as well, making their manabase just as painful. The only real advantage concerning the manabase that I can see, is that UB can afford to play some copies of Shelldock Isle to close out a game with a hidden Archive Trap.
Splashing white gives us access to Disenchant and Fragmentize. Blue and Black offer no enchantment removal, so once an opponent drops a Leyline of Sanctity on turn 1 we just scoop, because all our spells target our opponent. At the moment, more decks have picked up the Leylines again to combat the hand disruption of decks like Grixis Death's Shadow and the burn spells of.. well, Burn. The best ways to play around that without white would be Set Adrift or Kiora's Dismissal - not exactly great options, right? In addition to getting rid of Leylines, Disenchant also gets rid of Chalice of the Void on 1, which shuts down almost our entire deck, and kills Platinum Angel, often still played in the sideboards of big mana decks like Tron, that we prey upon.
Beyond Disenchant and Fragmentize, there's Stony Silence, turning Lantern Control into a favorable Matchup and making the Affinity Matchup less impossible to win. Rest in Peace is also nice to have as permanent graveyard hate, because we enable decks like Dredge so they can rebuild too quickly if we were to use Nihil Spellbomb or Relic of Progenitus.
Finally we also need the access to Path to Exile, first and foremost because we desperately want removal that hits the big threats that dominate the format like Tasigur, the Golden Fang, Gurmag Angler, Reality Smasher, etc. Dismember would be another option, but even if we were just two colors, we couldn't afford paying 4 or even just 2 life for it most of the time. Path enabling our Archive Trap is really just the icing on the cake. It's true that many decks are already fetch-heavy, but there are also decks like Merfolk that don't play fetch lands, so game 1 any Archive Traps would just be dead cards stuck in our hand. If we Path them and they get a land, we can still drop our Traps on them before siding some of them out in game 2.
2 days ago
RowdyMagic18- Before Fraying Sanity was released, Traumatize was a useless card. It costs 5, and CAN'T win you the game since it rounds down. So, even if the opponent only had 1 card left, you'd spend 5 mana, and the end result would leave your opponent with 1 card anyway.
That being said, I have considered Traumatize with Fraying Sanity but had decided to go.a different direction with it. The combo can be found in another competitive deck of mine: 13 Reasons (Why Mill Can Do Modern).
For this deck, I've opted for more control with a steady mill, with explosions of mill activity through Archive Trap and Trapmaker's Snare, coupled with the static mill of Mesmeric Orb and Hedron Crab, there's plenty of mill power in the deck, leaving room for the control framework.
Thanks for the input! All input is important and appreciated!!
3 days ago
GotCubes: you are right Aethergeode Miner doesn't work with Worldfire I should add something else (I had Norin the Wary in the deck but I realized that he can't attack). N4kk1 The way you cast Worldfire on turn 3 is by getting it and at least 4 other cards in your graveyard with Jace, Vryn's Prodigy Flip and Hedron Crab or Faithless Looting discarding a card with dredge like Stinkweed Imp then the next turn you use dredge to get 5 cards in your graveyard. On turn 2 you play jace and on turn 3 you use his ability to draw and discard then you transform him and use his -3 to cast Worldfire from your graveyard without paying it's mana cost. This deck can be confusing if you have never heard of dredge decks.
4 days ago
I like the flavor of this deck. I feel that a lot of thought was put into it.
As far as advice: You need some fetches.Polluted Delta, Flooded Strand, Misty Rainforest, Scalding Tarn to really fuel Hedron Crab. At least consider Oboro, Palace in the Clouds, Terramorphic Expanse and/or Evolving Wilds for budget purposes.
4x Traumatize is too much. You only need three to statistically draw one a game for your wincon. A great strategy, but you're flooding your engine. To boot, you're running some dig with 4x Serum Visions, so 4x Traumatize seems a bit excessive. Too much of a good thing, ya know?
I believe you can do better than Void Shatter. Logic Knot can make use of those spells already in your GY. Mana Leak is a modern favorite that will work for games lasting ~5/6 turns. Remand is a personal favorite that replaces itself.
You'll need to have the fuel to keep pushing forward with mill should Traumatize be Extirpated, Surgical Extractioned, or removed/countered, in some other BS way. So I would cram another Hedron Crab in the MB in place of the 4th Traumatize; especially when considering the aforementioned lands.
Hope this helps. Good luck!
5 days ago
I ran a Scarab God deck in an episode of the TappedOut Commander Series a few weeks back, and it was pretty sweet. Check it out. One thing I'd mentioned is that I feel Memory Erosion is going to serve you better than Hedron Crab. You'll hit more cards and it's much harder to remove than a 0/2.
5 days ago
With Hedron Crab you should have fetch lands to get max triggers
5 days ago
I really want Mill to work again as well. I think the trick is to get the big mill cards working for you as soon as possible and protect them. So I'd go with a much Bluer denial with a splash of Black for Surgical Extraction.
If your not a fan of straight up denial you could put Jace's Phantasm in for a bit more defense.
The best Mill card out there is Archive Trap and with Fraying Sanity it amounts to a lot of cards. You'll probably only trick them once but it works well with Ghost Quarter and if they don't go searching at least you're slowing them down by stripping their land.
Maybe try Twincast to double the chances of this combo firing and to ensure that you at least give as good as you get agains't burn. This'll work well with Snapcaster Mage as another way to double up on the Mill.
1 week ago
Honestly, I run only 8 creatures in my Modern Mill package. 4x Hedron Crab and 4x Jace's Phantasm. The rest I devote to mill spells, a few counterspells, and that new kickass enchantment Fraying Sanity. Everything in my deck is 3 CMC or under, except the Archive Traps, which can cast for free. I think your deck may run a little wide, but too many singletons will make it hard to pull just what you need when you need it.