|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Eternal Masters (EMA)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Masters Edition II (ME2)||Rare|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
At the beginning of your upkeep, flip a coin. If you lose the flip, mana crypt deals 3 damage to you.
: Add to your mana pool.
Mana Crypt Discussion
dingusdingo on Flex
5 hours ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
15 hours ago
@FeeshSquad, Well, that's sort of rough. Basically the stuff that makes this deck competitive is the expensive rocks (otherwise you have bad ramp) and the expensive tutors (otherwise the deck isn't consistent), but you don't really need Chains, that's just a decent interactive piece. If you really want to you can run worse rocks ( Mind Stone , Charcoal Diamond , Worn Powerstone , Thran Dynamo , Gilded Lotus , etc), and actually worse tutors too (like Diabolic Tutor , Final Parting , Increasing Ambition ). It'll probably be ok as a bigger mana deck, if you use a lot of rocks that tap for 2+ mana. ALthough, if you are going to spend money on cards that are really strong in EDH, Mana Crypt is probably the strongest card you can buy.
I suggest substituting Stranglehold for chains of meph. It's very strong and only slightly worse since it costs 4 instead of 2.
1 day ago
Applying the formula in the Superior Numbers - Land Counts Article by Nate Burgess.
Number of lands = 31 + amount of colors in commander’s color identity + commander CMC, with 0-CMC mana rocks counting as lands.
31 + 2 () + 5 () = 38 lands
1 day ago
Woaah! that's a lot of information!!
Thank you , as you said, i don't have a Mana Crypt , Chrome Mox , Mox Diamond or Mox Opal , i re-joined to MTG in August last Year since Planeshift in 2001, so i'm starting to filling my pool of cards time to time, eventually i'm gonna get them!
I saw your deck and it looks amazing, you really want to cheat all the cost and it looks like you manage to do it! maybe this deck will eventually rotate to something like that, but so far i'm not looking for big local tournaments, i'm on a casual League with my local store and we mostly have a LOT of Fun, there's a lot of cool decks and no one played before Yennett, so i'm primer hahaha
I'm gonna put the cards you name it in a big consideration! Thank you a lot!
1 week ago
Remember you need an outlet for infinite mana, so Goblin Cannon works. Sol Ring or Mana Vault or Mana Crypt ... Grim Monolith , etc. can do the trick too, however they don't leave you with anything more than infinite mana, so you need an exterior outlet for the inf mana.
Remember Walking Ballista won't work because it won't enter with counters and will immediately die.
1 week ago
I would say Stitcher Geralf , like we said before he just doesnt do so much for your deck. I've had that problem before cause lorewise he is super awesome for zombie tribal. It's just unfortunate that he is a bit underwhelming.
The big question with your mana rocks is, what is your budget:
Hope this helps :)
1 week ago
Hey, I've tested your Lazav deck against my Lazav deck Kill and Run (Lazav) in a mirror match. What I liked was there are many good ways to set your commander online with acitvating his ability. There are different cards in both decks, like you are really going deep into the draw/discard theme while my deck has more cards to get a safe board state or that I'm using the Surveil-mechanic more often.
But they have many things in common like some fatties to pump up Lazav ( Phyrexian Dreadnought ). The control theme does work very smoothly in your deck, there are enough counter spells and destroy effects in it. With your average CMC you may be able to cut some lands. Strenghwise both decks are nearly at the same power level, in my opinion around 8 of 10. We know that Mana Crypt , Lion's Eye Diamond or any of those high end cards would rise the strengh of this deck, nevertheless for playing casual (and not competitive) this is an awesome deck. Congratulations.
My suggestions are well minded and are the following:
- High Market : Another way to get creature cards from the battlefield into your graveyard
- Pact of Negation : Also in commander a staple card, far better than Negate or Arcane Denial (both cards are also playable, for sure)
- Mesmeric Orb gets you value in your graveyard
- Hibernation Sliver is interesting to put it in instead of Cavern Harpy , because the sliver has no triggered bounce ability printed.
Those are just my thoughts, but anyway this is yet a nice deck. Well done
2 weeks ago
Mana Crypt occurrence in decks from the last year
Commander / EDH:
All decks: 0,17%
U/R (Izzet): 0,53%
G/U (Simic): 0,58%
W/U/B (Esper): 0,72%
U/B/R (Grixis): 0,64%
BUG (Sultai): 0,73%