Blood Crypt

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Blood Crypt

Land — Swamp Mountain

(: Add or .)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.

Dead_Blue_ on farts for sniffing

3 days ago

If you’re running cards like Lightning Bolt and Death's Shadow these cards need to be full play sets. I’d personally go with the full Blood Moon play set as well

Flame Blitz is a sideboard card or meta call.

Hidetsugu Consumes All  Flip offers good utility but I’m not sure 4 MB is the right call. It’s just too slow

As for your mana base, cut the Mana Confluence, there’s no reason to run it in a 2 color deck. I think a few more black fetches should fill that slot. With you’re current setup you’re going to really want T1 Fetch Swamp T2 Fetch Swamp T3 Fetch Blood Crypt which doesn’t play well with double red demands and waiting til turn 4 to get your deck going is too slow. You should consider cutting the Voidwalker all together as it’ll give you a less demanding and more consistent path for your mana base requiring only 1 black mana source over 3 turns to get going

Some other cards that would fit well here are Dark Confidant and Street Wraith

DreadKhan on Bloodcrank

1 month ago

You probably should look for a better 1 drop than Kird Ape, you only have 2 Forests in your deck (Deathcap Glade isn't a Forest for the record). I like Vexing Devil, it's usually good for either 4 damage for R or they use interaction on a 1 drop, both cases are pretty good in my experience. There is also Dragon's Rage Channeler, which is also a strong 1 drop in Red, but it wants more card types to help you hit Delirium sooner, so I prefer Devil in a deck like this. If you took out the Green lands that AFAIK aren't doing much, you can put in a dual land, maybe Sulfurous Springs or Blood Crypt, both are very popular because they come in untapped. Blood Crypt btw is a Mountain, so you can also sacrifice it to Fireblast, which is pretty good upside. If you have the budget for them Fetch lands are really powerful, and could allow you to run more Fireblast (as you'll always pull out non-basics).

YMMV, but I don't like Goblin Guide, it's too small too soon and can give opponent's card advantage, clearing out a bunch of lands can easily be worth the damage from them. It's a popular card in Burn I understand, specifically because you care so much about those few points of extra damage, even if it gives the opponent cards.

Not sure if you can reliably cast it early, but Hymn to Tourach is just devastating to many decks. If you find you face Reanimator decks, I would play Innocent Blood over removal that misses Black creatures, maybe better for the Sideboard. Also, if you've got Ascension online, good old Smallpox feels unbelievable I bet, that's not only killing a creature/land and making them discard, it's also putting 3 things into the bin total for BB. In addition, it also feeds your Kroxa quite efficiently, since it also fills your bin. You might even trim creatures to run Innocent Blood and Smallpox, and just have Kroxa or combo to win, that way you won't worry about killing your own. There are some creature lands and creature artifacts that can be run with Edicts if you still want creature damage for some reason, ranging from Mishra's Factory to Rakdos Keyrune, which is a surprisingly relevant body due to First Strike (and 2 mana to activate is just absurd I find). Still, if you can keep a board clear, Phyrexian Totem is huge for 2B.

Really out there, but if you're going to run lots of Basic lands, you might like Blood Moon, I assure you most opponents in Legacy do not, as most decks revolve around non-basic lands. You should still have access to Swamps, so you might not even notice the effect, but an opponent might not be able to play at all. Again, maybe a Sideboard card, I could see you switching it in, even taking the combo out for if you think the opponent boarded in answers, Blood Moon is a brutal card that wins games all by itself, you just want a body or two out. If you did board in Blood Moon, you could also board in some efficient creatures to close things alongside, tutoring up Blood Moon is kinda scary actually.

Anyways, cool deck, hope some of these weird ideas are food for thought!

Nathanael97 on MJB Grixis Faeries

3 months ago

Have you ever considered Wizard's Lightning? 10 out of the 12 creatures you're running are wizards anyway and I imagine Bolt > Snap > Bolt is a very common line of play to finish a game with this deck?

Also, I'm curious about the inclusion of Blood Crypt here. If you want to be able to Archmage's Charm by turn 3, wouldn't it be easier to run another Steam Vents and another Watery Grave instead? Especially if you swap out the Bloodstained Mires for Polluted Deltas.

Really love the list, Faeries are a tribe I've been wanting to be good again for a long time.

Noholdmine on Garth One Eyed Cheater

3 months ago

Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!

Decidares on Ur-gonomics

3 months ago

Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.

First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.

Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.

Regarding the planeswalkers you have, I'd say Sarkhan, Fireblood is the most useful (distantly followed by Sarkhan Unbroken and Kiora, Master of the Depths). I'd consider cutting the others.

Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.

Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:

  • Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.

  • Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.

  • Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.

  • Dragonmaster Outcast - Not a good early game play and easy to kill later on.

  • Dream Pillager - This dragon is overcosted and is mostly a means of pseudo card draw. I'd just play an actual card draw card instead like Ancient Craving or Sign in Blood or Rishkar's Expertise.

  • Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.

  • Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).

  • Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.

There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)

rambunctiousOrator on it's a deck alright

5 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

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