|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Magic 2013 (M13)||Uncommon|
|Time Spiral "Timeshifted" (TSB)||Rare|
|The Dark (DRK)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.
Tormod's Crypt Discussion
17 hours ago
Sadly, Tormod's Crypt is still not pauper legal: https://scryfall.com/card/c14/278/tormods-crypt
I was disappointed they didn't put it in Horizons at common.
You might also consider Memory Lapse over Mana Leak , seeing as most of the time you're probably only needing to buy one or two turns, with this deck. I'd also cut some number of SB cards for Pyroblast .
2 days ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
1 week ago
Thank you for your thoughts!
I've been tinkering with this list as I continue to test and play more EDH games. Here are further observations I've made and card options I've considered to replace those that have underperformed.
I've tried Blast Zone for several games now, and it's been difficult to use to say the least. The card tends to be slow because you have to invest mana to increase charge counters, then you have to tap the turn after to destroy whatever you need to. It's been difficult justifying tutoring for Blast Zone with Expedition Map, and I haven't found it productive to use the ability in any of my games. Maybe I'm just unlucky, but thus far I'd almost rather play a Wastes in its place.
I haven't missed Haunted Cloak at all. I probably wouldn't swap Tormod's Crypt , there are tons of games where it's dead but I consider it an important tool against too many other decks for it to be worth removing. Sometimes, it's the only reason why I won at all. It still activates Paradox Engine , helps with Inspiring Statuary , etc.
I find it difficult to justify Karn, the Great Creator considering that this deck doesn't have many ways of protecting the dude. I already assume that whenever I cast Karn Liberated or Ugin, the Ineffable (both of which are incredible btw) they're going to die immediately. Expensive removal spells essentially. Perhaps I'm narrow-minded though, if you have better experiences with him I'd love to hear them!
A few cards I've been trying lately are Unstable Obelisk , Crawlspace , and the Grafdigger's Cage mentioned earlier. I consider those to be the safer cards to test, though I've also considered more splashy effects in their place like Null Brooch , Ring of Three Wishes , and Planar Bridge .
Null Brooch is the craziest of them all I think. The ability interests me as one of the few ways to interact with spells/combos, and the theory is that the drawback of discarding your hand can be negated by the numerous draw options present (including the commander). Whether the tradeoff is worthwhile remains to be seen, I haven't tried it yet but I will. Ring and Bridge are just expensive and I'm dubious as to if they're really necessary. One benefit I can see to Planar Bridge is that it can serve as Ugin, the Spirit Dragon #2, which is a card I tend to look for in most of my games.
Finally, Stony Silence is so crippling lmao, I've lost to it so many times. It makes me wonder if there are tools that can be played to alleviate that, whether it be circumventing the ability through Inspiring Statuary , not involve activating abilities or removing it altogether (two of Ugin, the Ineffable 's abilities)
2 weeks ago
Just some suggestions! Since this is a competative deck i would add some more discard to the main board, like Inquisition of Kozilek or Duress . You are going to face a lot of matchups with a small creature count, then discard is the way to go (since it is kinda like removal anyways). Since there are a TON of utility lands in the meta you really cannot go wrong with Ghost Quarter . Setting Tron back, destroying an flipped Azcanta or killing another creature land like Celestial Colonnade . In the Side board you gotta go with some graveyard hate, Tormod's Crypt , Leyline of the Void etc. There are a lot of graveyard based strategies in modern so hate is a must. I hope this helps in any way!
2 weeks ago
2 weeks ago
Tbh, I was using Tormod's Crypt s prior to the Wheels because I made it as a super-budget deck at first (no Scooze either). I do think Relic is probably better than Crypt for the deck in general, because Relic can continuously get rid of stuff vs most "graveyard-matters" decks until either you win or they just dump too much stuff in eventually. Against a deck like Dredge, though (and even Phoenix), they utilize the GY so fast that you usually just need to clear it relatively early on. Sometimes this is good enough for our deck because we're so fast, but I've heard Dredge players saying they really aren't scared of that kind of "one-shot" graveyard removal. What they are afraid of is Rest in Peace . Well, we don't have RIP, but Wheel is close if we can get it out early. It kinda sucks if we don't have it right away and they get a chance to start utilizing the yard due to Wheel not actually dealing with stuff already put into the yard, but in games where we don't literally start out with our gy hate I believe we're in trouble already so we may as well just pray to race them.
Wheel also gives you free wins vs Mill strategies (which actually aren't THAT uncommon for me to see) by allowing you to use it on yourself.
I'm actually just testing the Wheels out right now, though (I've used them before but long ago and in other decks), so I don't ultimately know if I'll be keeping them or going back to Crypt or getting Relics again. Crypt was actually kinda cool just because, like with Gut Shot , it allows us to get some hate in without affecting our curve/pressure. That's actually pretty important as well with Stompy, so yeah this is another choice that I have trouble with, mainly because I just don't play nearly as often as I used to. Makes me try and theorize about some things instead of just going off of raw data. If I end up playing a lot of games after Horizons comes out and forming a more solid decision I'll update my list and let you know.
2 weeks ago
Yeah Delver and Pyro belong to a completely different deck(UR Pyromancer which is not so good anymore)
And I think Spirebluff Canal is actually not that expensive? Considering no burn hate in you sideboard... you got a smile from a burn pilot :)
And how I love seeing Brainstorm in your "Maybeboard". Gotta dream big, eh?
3 weeks ago
I'd suggest cutting 2x Island, 1x for each land. In many ways, yes, Nihil Spellbomb would be better than Bojuka Bog . Tormod's Crypt would be good, too. However, given that you have very limited means of producing black mana, Bojuka Bog seems like a good fit. Also, though this is an artifact deck, having to choose an artifact to cut to make room for a Spellbomb or Crypt would mean you'd be disrupting the "core" of the deck. The big advantage to Bojuka Bog is that you're gaining utility via the land-base. When a deck starts to get really tight and carefully balanced, adding utility into the land-base can allow a deck to gain dynamism without sacrificing reliability. Another option would be Scavenger Grounds . While I usually prefer Scavenger Grounds, in decks that use black mana, I usually use Bojuka Bog. Worst-case scenario, it's just a slow swamp. Just my 2-cents.
Tormod's Crypt occurrence in decks from the last year
All decks: 0.05%
All decks: 0.04%
Commander / EDH:
All decks: 0.03%