|Commander / EDH||Legal|
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|Time Spiral "Timeshifted"||Rare|
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, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.
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|Have (16)||LTmiller , raymaverick97 , pskinn01 , maR2307 , Sparky41 , Bovine073 , Nebman227 , , Kimimaro , saj0219 , AtomicEmpire , Dredgar , Hootiequack , acbooster , Mousemke , xpsychovampx|
|Want (2)||Xue-Kaihua , Tyqar|
Tormod's Crypt Discussion
11 hours ago
@ Kragmork Glad you appreciated my advice and suggestions! However, I do have a few more tiny suggestions to make. After the addition of Sarkhan, the Dragonspeaker, the deck seems to be a little bit slower and has a tougher time establishing a board presence on turns 1 and 2. To solve this, I would suggest lowering you curve a little and adding a few different cards. These are mainly budget options, although they might increase you deck's overall cost to around 60$. Anyways, the first suggestion I am going to make is to cut Purphoros, God of the Forge and replace him with Koth of the Hammer. While Purphoros is definitely a great card, once you get him out and reach enough devotion to turn him into a creature, I feel like you have usually won the game and you would much rather be playing another Flamewake Phoenix and Lightning Bolt or a Fanatic of Mogis to deal the last few points of damage. If you still want to have the option of playing Purphoros, you could always move 1-2 copies of him to your sideboard! Koth of the Hammer on the other hand is a staple of mono-red midrange decks and immediately threatens your opponent with a 4/4 elemental as soon as he comes down. His -2 can be a devastating ramp effect late game and his ultimate is amazing for ending stalled games! The next suggestion I would make is to cut 2 Molten Rains and both of your Fanatic of Mogis in exchange for 2 Kiln Fiends and 2 Rift Bolts. Kiln Fiend is a great creature that can trigger ferocious after one instant or sorcery, and Rift Bolt is a great spell that is second only to the original Lightning Bolt (imo). Two more cards that warrant some consideration are Browbeat and Firedrinker Satyr. I don't know what you would cut, but they both seem like they may be good in this deck. You seem to have very little 1-drops, so Firedrinker Satyr would fix this problem and provide you with an efficient 2/1 beater that is ready to attack on turn 2! Browbeat on the other hand is a great form of red card draw that forces your opponent to choose between a rock and a hard place. While the downside is that it does give your opponents a choice, both options are almost always good and it might be worthwhile to see how it compares to Tormenting Voice! Your sideboard is also looking pretty good as well! The only thing I would suggest is cutting 2 Peak Eruptions and a single Dragon's Claw for 1 Stigma Lasher and 2 Flames of the Blood Hands against life game matchups. Other options include more Molten Rains or Sowing Salt for tron, Tormod's Crypt/Relic of Progenitus for reanimator/dredge and Exquisite Firecraft or Vexing Shusher for counter-heavy control matches! Good luck!
1 day ago
this is a great step in the right direction, the addition of Snapcaster Mage will give the deck some viability against other midrange or control decks. I'm not sure about the Laboratory Maniac as a 1 of though. If you're already milling your opponent and you draw the maniac, it doesn't do anything. If you're milling yourself and they hit the Maniac with a Lightning Bolt, you just did a bunch of work for nothing. So at this point you have to decide strategically which direction you want to go. Trying to win through Laboratory Maniac gives you options such as Howling Mine, but then at the same time if they kill the Laboratory Maniac or hit it with something like Surgical Extraction, you're pretty screwed anyways. But then on the other hand if you choose to mill them you have to deal with Emrakul, the Aeons Torn. The card sees enough play in Tier 1 decks that you need to have an answer in a mill deck for "how do you deal with Emrakul?". The easiest way of course is Rest in Peace. There are plenty of other options. Tormod's Crypt has been the answer of choice since the old days, these days it's largely been replaced by Relic of Progenitus, but either will work. You need some way to deal with their graveyard though, that's all I'm saying. Too many decks these days play out of their graveyard or want cards in their graveyard in then first place. Milling them without killing them instantly through something like the combo Helm of Obedience and Leyline of the Void just makes them stronger. You grow their Tarmogoyf, you give targets to their Snapcaster Mage, and you empower their Deathrite Shaman. Not good. I'm not saying mill decks don't work, but you need to think about what your opponent is bringing to the table and plan accordingly. They aren't just going to let you goldfish them. They either have their own combo or disruption like Thoughtseize and Abrupt Decay.
1 day ago
Hey! A new deck, eh? Man, I'm really getting rusted since I'm playing less now due to work.
Well, looking at the deck, as I always suggest, try to keep the land count around 35-40.
I'm not sure if the commanders are there to do something for the deck or just give you the colors. If they are just for the colors, better have only one commander since you are loosing a spot. Maybe Sen Triplets or Dromar, the Banisher.
If they are there to be useful in the toolbox deck, then maybe it would be better to have the toolbox part of the deck made with creatures and artifacts since both commanders recover cards from your graveyard, and Instants and Sorceries are just one shot cards. There are ton of creatures that are answers, with a lot of good Enter the Battlefield abilities that you can exploit with Deadeye Navigator, Eldrazi Displacer and Panharmonicon.
Some ideas for a deck like that: Duplicant, Reflector Mage, Notion Thief, Perplexing Chimera, Massacre Wurm, Sower of Temptation, Frost Titan, Baleful Strix, Sunblast Angel Null Rod, Mana Web, Tormod's Crypt, Spine of Ish Sah.
I suggest you the creature based approach of control because I've tried to play control with just spells and it just doesn't work. You can't keep control over 3 players all the time unless you are a mono U Teferi stax/combo deck. That's why it's better to have creatures. At least, they are a body for blocking, and they open a window to add combos to close the game.
2 days ago
I removed Fatespinner, Mystic Confluence, and Arcane Lighthouse, replacing them with Trinket Mage, Tormod's Crypt, and Seat of the Synod. I think I'll add Aphetto Alchemist soon as well, and it'll probably replace Dig Through Time.
3 days ago
5 days ago
Tormod's Crypt to blow away your opponents graveyard so they don't get anything.
Alright, back to work... I'll give this some thought and see what I can come up with, it seems like a really cool card to build around.
6 days ago
carpecanum Again, thank you very much for the suggestions and I took out two of the three cards and replaced one with Bounty of the Luxa and the other with Tormod's Crypt since it's a much more reliable graveyard removal which is what I need with my play group. Thank you for all your suggestions as they are greatly appreciated.
1 week ago
i saw you were using some untap cards for the activated abilities of some of your creatures; these two cards are the best untap cards for blue:
Opposition would work really well in combination with Tormod's Crypt or Nihil Spellbomb, and as Propaganda is great too. they'll all help you stall out and stay alive until you've milled them completely.