Creature — Crab
(Blue): Untap Horseshoe Crab.
Printings View all
|Mystery Booster (MYS1)||None|
|Masters 25 (A25)||None|
|Tenth Edition (10E)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Horseshoe Crab Discussion
2 weeks ago
From a competitive standpoint the deck is running so little interaction and protection as it stands that it won't ever be able to hold up in competitive settings.
You'll definitely want each of these pieces of interaction in a Kinnan helmed deck at a minimum:
As it stands that won't be quite enough pieces to consistently have the access to permission and protection elements to remain in a competitive position in most game states and these pieces are worth running much of the time:
xNegate xDelay xInto the Roil/2cmc bounce spells (UG has very limited access to tools that can remove hate pieces from the board that prevent a win like Grafdigger's Cage, Notion Thief, or Narset, Parter of Veils.) xBeast Within
As an additional note about competitive Kinnan builds, you can lose the Dramatic Scepter stuff entirely. There's no need in a Kinnan deck. The most effective and efficient method of generating the infinite combo needed to win is any dork that can produce U and G mana combined with Freed from the Real and Pemmin's Aura. Basalt Monolith is worth running in Kinnan decks because it generates infinite colorless with just Kinnan out on the field also, so you can usually get a couple of Kinnan activations off to dig for Thrasios. For the mana dork complement it's best to stick with BoP, all the 1 cmc tap for G elf dorks, and then a handful of 2 cmc "tap for any color" dorks. The most effective back up infinite mana engines for a Kinnan deck are typically Simic Ragworm or Horseshoe Crab paired with Paradise Mantle and the Monolith (which is often why the deck runs Staff of Domination as an additional outlet that's easy to tutor for in the colors) rather than Dramatic Scepter combo as the Scepter combo relies on density of dorks and rocks to be engaged and this can be more difficult than a less card intensive engine (Crab, Mantle, Kinnan is 3 cards with one from the command zone compared to Kinnan, Dramatic Reversal, Isochron Scepter, 2 mana rocks/dorks at 5 cards to engage) and thus less reliable for the game play patterns Kinnan wants to ideally play from. Shapers of Nature and Thrasios, Triton Hero are the standard outlets that will eventually be found from Kinnan activations that allow you to draw the whole deck. From there winning is easy, so stick to win conditions that are more live than things like Blue Sun's Zenith and run Thassa's Oracle plus a looping mechanism (such as Narset's Reversal and Timetwister or Elixir of Immortality) to use the interaction pieces like Swan Song and Pongify as the win conditions (this helps to avoid other issues too, like not being able to win with Oracle due to Angel's Grace, etc, in addition to improving card slot efficiency). Green Sun's Zenith and Drift of Phantasms are generally considered must runs as tutor options for competitive Kinnan lists, but a good number of quality tutor options are available to provide consistency. Incubation Druid+Vigean Graftmage is somewhat popular as another back up 3 card game winning infinite combo line.
1 month ago
The idea looks fun but I would redesign this into a Mill deck. You can still use the crabs you have, plus you can use Horseshoe Crab and Ancient Crab in combo with Phenax, God of Deception. Take advantage of those crabs' high toughness.
After that you need spells to answer your enemy's moves. Counterspells and removal will help you survive. There's also a lot of non-creature spells that Mill, like Glimpse the Unthinkable.
1 month ago
My personal favorite is tribal Homunculus. I have pulled some surprise wins with these one-eyed wimps. I also like crab tribal because Horseshoe Crab. So many ways to win with that card.
2 months ago
There are a lot of extremely powerful timmy effects you can put in your 100 and dominate tables if not answered. Just go extreme style!
Fire Ants + Scythe of the Wretched + Basilisk Collar. Activate this once at any table for good times. It kills, at instant speed, every other creature in play, other than the Fire Ants, without flying. You gain life equal to 1 x number of creatures killed. Then all of the killed creatures are returned to play under your control with the last one returned getting equipped with the Scythe.
A more sedate, but powerful combination of cards is Spikeshot Goblin + Ring of Valkas or Forced Adaptation. Every turn for 1 mana you can deal the goblin's power to any target. And it keeps growing if equipped or enchanted with anything that grows it's power. Once it's bigger than your opponent's life total, you win for 1 red mana!
If you go black, then you can do something like this;
Crypt Rats + Eternal Thirst + Lashknife Barrier. Activate the crypt rats for 1, gain life equal to 1x total number of players and creatures, if anything dies the rats get +1/+1 counters for every creature that died. Lashknife Barrier means none of your creatures took damage. Let it resolve. Activate it again for 1, do it all over again. This will kill any number of creatures and players limited only by your Swamp count. If you have an Ogre Slumlord in play when you do this then your Crypt Rats now have deathtouch and you get 1/1 deathtouching rats for all the creatures that died.
Finally, my favorite timmy color, blue;
Horseshoe Crab + Hermetic Study is where it starts. Tap the crab, timmy for 1. Spend 1 blue to untap the crab and do it again! On your opponent's end step the crab makes all of your islands work like Hecatomb does for swamps! (Which you could also throw in a black deck for Timmy Lands!). But the crab gets better! Add Curiosity or Sigil of Sleep to the Horseshoe Crab + Hermetic Study setup leads to serious board states.
2 months ago
11epicnoob: Answers to your question have been up for a while. Since there don't seem to be any follow-ups or corrections to be made, I marked one of them as the "Accepted answer" so that this topic can move out of the list of unanswered questions. Please remember to take care of this yourself in the future.
To be clear: Costs for a spell or ability are paid in a single, uninterrupted step. You aren't able to pay part of the cost, pause to play other spells/abilities, and then pay the rest of the cost. You have to do it all at once. In your example this means you can tap Horseshoe Crab once for the additional cost of Burn at the Stake. You can't stop to activate the ability and tap it again to pay more of the cost.
3 months ago
The only abilities that you can activate with casting a spell or activating an ability are mana abilities. The ability of the Crab is not a mana ability, so it can't untap while you're casting Burn at the Stake.
There are some mana abilities that untap your creature, Pili-Pala for example. Even then, you can not tap that creature multiple times. There are several steps to casting a spell. The third and second to last are activating mana abilities and paying costs, respectively. Once you start paying costs, you can't activate anything. So, once you've tapped a creature for the additional cost of Burn at the Stake, you can't activate any mana abilities that would untap it since you've already started paying costs.
Hope this helps!!
3 months ago
3 months ago
Ruffigan says... I don't know if you know about the Banishing Knack combo, but you can use that card or Retraction Helix on Chakram Retriever to > bounce an artifact or creature that costs 0 Mana to get infinite ETB triggers. Useful with cards like Impact Tremors to kill the table at once.
Honestly, I didn't know about that combo. It's crazy to see an infinite like that! One of the neat combos I do have in this deck is a psuedo-Cyclonic Rift in the form of Horseshoe Crab, Freed from the Real, and the all powerful Retraction Helix. But I think adding Banishing Knack along with some bounce spells might help this deck find the cards it needs. Freed from the Real is more of less the holy grail to equip to Chakram Slinger. I'm also still updating the decklist. I will probably remove Ebony Horse and some of the panoramas in favor of more basics and maybe a few haste cards just to help speed it up a bit. Both commanders take until turn 6 to get out without missing a land drop. So draw spells are critical and so is speedy ramp. Basically you don't want to be able to draw a card that doesn't help in this deck because of it's slow speed.