Tormod's Crypt


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Magic 2015 (M15) Uncommon
Magic 2013 (M13) Uncommon
Time Spiral "Timeshifted" (TSB) Rare
Chronicles (CHR) Common
The Dark (DRK) Uncommon
Promo Set (000) Rare

Combos Browse all

Tormod's Crypt


, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.

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Tormod's Crypt Discussion

Ravenrose on In the Hands of the Fates [PRIMER]

1 day ago

This is a refreshing take on a Fate deck, using Triad of Fates. I have some suggestions from my own Fate deck, my Moirai deck, that you might find interesting: Blind Obedience, Tormod's Crypt, Worst Fears, Thalia, Heretic Cathar, Boreas Charger, Fate Unraveler and Hallowed Burial. Some of these will hinder your opponent greatly, and in my experience - Hallowed Burial and Tormod's Crypt have saved many a-game for me, especially against pesky graveyard decks. Elixir of Immortality will permit you to retrieve your graveyard. You might want to consider Living Death as well.

Hope these help!

Raven Rose

anton6776 on Merfolk EDH

1 day ago

Well if its fairly casual the first card I would cut is Tormod's Crypt. It's basically just hate and a lot of the time you'll find it does nothing for you.

cdkime on Land Destruction: A social conversation

1 week ago

I am a bit late to the party here, and have only skimmed the replies, so I'll probably be a bit repetitive. Still, this is a topic I've put a bit of thought into, so wanted to share my own points.

First, I don't have a problem with land destruction. In fact, in a very sadistic way, I enjoy playing against it. Land destruction, like any resource denial deck, is somewhat terrifying to play against--you're on a clock, and each turn, your enemy is slowly building up their resources, while you're increasingly stagnating. As the person against land destruction, I love how it forces me to think about my resources, carefully planning ahead, terrified those resources might suddenly vanish.

However, I understand the dislike others have for land destruction, and, in the interest of playing devils advocate to myself, am about to ramble a lot about why players see MLD as different from other control methods.

Speaking really generally, Magic has several different resources. In most games, there's the library, your life total, your graveyard, cards in your hand, cards on the stack, the command zone, nonland permanents on the battlefield, and lands (they're both on the battlefield, but fill very different roles, so I think it's fair to treat them as different resources). Some cards allow you to use cards in exile (ex. Squee, the Immortal) as a resource, and two (Darkpact and Jeweled Bird) allow you to use cards in the now-defunct Ante zone as a resource.

There exists denial of most all of these resources.

The library is the weakest resource--it generally doesn't do anything for you until those cards are actualized and put into your hand. Mill, and library exiling effects, can be considered "library denial." These strategies tend to be weak--you're not actively interacting with a resource that matters. It's a bit silly to get upset about being the target of library denial, as your opponent is only going after a weak resource--yes, they might sometimes hit your win condition, but they are also likely to miss it entirely--after all, they have very little control over what they're actually denying.

Life denial is pretty clear--combat damage and burn spells. If your deck is not prepared for life denial, you've made a serious miscalculation. This is, after all, probably the most common type of resource denial.

Graveyard denial exists in many forms, such as Tormod's Crypt. Not everyone uses the graveyard as a resource, and, those who do, need to be sure to protect against graveyard denial. If they don't, that's on them--not the person countering their strategy.

Cards in hand - Duress. This is another one which, like MLD, many players find problematic--after all, you are denying them a resource they know about, but have not yet been able to use. This is mitigated some because you always have your draw step, so can conceivably still win or get ahead before the card is discarded.

Spells on the stack - counterspells. Again, this is such a fundamental part of Magic, it's expected, and you need to be prepared for it. That it is expected weakens the sting of this form of denial.

Nonland permanents - removal of all sorts. Same as life loss and counterspells--this is just a fact of Magic.

Now, rambling aside, on to Land Destruction.

Land destruction is resource denial that is not common, so many decks are not prepared for it. Unlike life/nonland permanent/counterspell-based denial, you don't see MLD as often, so many players have not mentally sealed themselves for this form of denial.

Second, with other forms of denial, you are likely to draw into a card that will help you--lands make up less than 50% of the deck, so you are less likely to draw one and "catch up" after some of your lands are axed.

Further, unlike counterspells or discard, which are only useful at certain times (a spell worth countering on the stack/cards in hand), land destruction can, and should, always be played, meaning a land destruction card is never a dead draw and there's no skill to using it as you can't fire one off at an inopportune time (i.e. countering the wrong spell, leaving a player open to cast a bomb).

Finally, when your spell is countered, your one turn behind, but can catch up next turn. With MLD, you are perpetually one, then two, then three turns behind, lacking the mana to even make a measly turn 2 play on turn 6.

Anyway, that's a bit ramble-y, but here is the TL:DR:

The combination of its rarity makes MLD "sting" a lot more to players. The fact it is relevant and never a dead draw or misfire makes it feel oppressive, and like the MLD-user doesn't need any real skill. Players don't like feeling as if they are perpetually playing catch-up.

goblinguiderevealpls on Is mill in commander "ok" ...

1 week ago

Phenax, God of Deception is the best commander for mill as far as i know, a lot of people will run stuff like Ulamog, the Infinite Gyre to negate mill but you can easily just run black exile like Leyline of the Void, Bojuka Bog, Crypt Incursion, Bitter Ordeal and all the artifact ones like Nihil Spellbomb and Tormod's Crypt

if people do run counter mill hou can always run Laboratory Maniac and mill yourself out

Pikobyte on Muldrotha, the „Fun“ in „Funeral“

1 week ago

Thank you notorius-B.D.A.W.G,

Siren Stormtamer counters a spell or ability that targets you or a creature you control. Since Bojuka Bog and most other grave removals like Tormod's Crypt are targeted abilities, you can counter those and then replay Siren Stormtamer next turn. In addition it can counter stuff like Mindslaver an opponents Treachery or any kind of x-cost burn spells, pretty useful card.

ScionLocke on Izoni, Thousand Eyed

1 week ago

-So Status / Statue is almost always a better option than Putrefy even though it cost one more mana on the relevant side.

-There are any number of upgrades to Murder but my personal recommendation there is Tragic Slip. It's almost child's play to trigger morbid in a deck like this.

  • If you have any interest in infinite combos, Nim Deathmantle is the missing piece with Ashnod's Altar. If not, you can ignore that one.

  • Journey to Eternity  Flip is a pet card of mine so I'm going to recommend it but be careful if you add it. It's really easy for an opponent to kill the creature you're trying to enchant it to before it can hit the field and ruin the play.

  • If you want a back-up plan of going wide i have to suggest Mazirek, Kraul Death Priest who changes those 1/1s into massive beaters

  • The last thing I have to suggest you look at is card draw. It is very easy these days to get punished for trying to interact with your graveyard with things like Tormod's Crypt. You may find yourself with a hand full of sacrifice outlets and nothing to do with them after the board has been cleared and your graveyard has been wiped, or you really need to find an answer to something or you're going to lose.

Glad to see another player looking to stretch their legs in the color pie! I hope the golgari swarm is somewhere you can call home!

hkhssweiss on Tenebu's Gravedigging Tendencies (Primer)

2 weeks ago

The graveyard hate I run mostly into is mostly the one time drop, which is the reason why the deck is refined to the current point where it is and why I'm not heavily invested into my graveyard before combo-ing out. The most annoying one I tend to have to deal with is Faerie Macabre, the Jhoira deck our meta faces with is the competitive storm build so expect at least 2-3 graveyard hate pieces such as Relic of Progenitus, Tormod's Crypt, Grafdigger's Cage. There are other decks that do tech into Rest in Piece and Leyline of the Void, most of the time they will avoid my graveyard because there are other players playing Inalla, Hulk Thrasios/Tymna, LED Breya, and Competitive Muldrotha that also use their grave.

It's funny because I'm the premiere reason why they tech in all those stuff :P

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