Blood Crypt

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard 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.

nuperokaso on Brian Stacks' Anvil (E)

1 month ago

CickNason on Prosshy Prossh

3 months ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

legendofa on

4 months ago

Welcome to the club, Kershin36!

I'm not a Commander expert, but there's a couple of cards here I'd like to poke at.

You don't have a lot of self-damaging effects to take advantage of Rowan, Scion of War--in fact, I only really see Blood Crypt and Bloodgift Demon that would reliably hit you. There are plenty of "damage target player" effects, but I assume you would want to use those on your opponents. There's also not really enough instants to use her ability on opponents' turns, either. I would cut her, or at least add more self-damage effects. Depending on budget and focus, Sulfuric Vortex, Phyrexian Arena, or Black Market Connections are all very good options, and Raphael, Fiendish Savior lets you recover the life loss easily enough.

Everlasting Torment is a very good card, but here it directly clashes with Raphael. I would simply cut it, unless you don't mind losing the lifelink or are willing to use a different commander.

There's no way to spread +1/+1 counters for Exava, Rakdos Blood Witch, and less than five creatures that use them at all. A 4/4 hasty first striker is pretty good as an attacker, but you're usually going to want more utility than that.

Here, I'm going to get into my personal tastes, so if these suggestions aren't what you're looking for with this deck, feel free to skip over them. I would add more sacrifice effects to control when your creatures die and help ensure you gain some advantage from it. Mayhem Devil will thank you. I would also add more mass removal and destroy effects. A lot of your removal options are single target and based on damage or toughness reduction, which isn't bad in moderation but won't help much against a token deck going off or a creature with double digit power/toughness, both of which happen pretty regularly. I'm a fan of discard, but choose your targets well.

And above all, have fun!

ThassaUpYo@ssa on Chasm and Depths Protection

4 months ago

Nice list, khuyler! A couple of suggestions that may be helpful:

You have no way to remove The One Ring should you ever need to when it accumulates too many burden counters. It may make sense to run Chaos Warp, Deglamer, and/or Demand Answers to give you an out if you're in a bind with The Precious, but if you don't have a pressing issue with The One Ring these cards are also very useful on their own.

With all of the landfall and ramp including Scapeshift it could be beneficial to add Valakut, the Molten Pinnacle as well as some additional mountains like Blood Crypt & Stomping Ground (maybe run proxies of Badlands & Taiga). This would allow you to deal a massive amount of damage when Valakut, the Molten Pinnacle and a bunch of additional mountains come into play from Scapeshift, plus Valakut would enable additional landfall damage triggers whenever more mountain(s) ETB while it's out.

Overgrown Tomb and Bayou would be solid additions, too. Have you considered running any of the fetchlands?

Ignoble Hierarch is a great mana dork for Jund.

Crucible of Worlds and Zuran Orb synergize well with Lord Windgrace.

Harrow costs the same and is slightly better than Roiling Regrowth imo since the lands wouldn't enter tapped, though you could run both.

lil_cheez on Rakdos Demon Experiment

5 months ago

You could cut some lands to add the Rakdos mana artifacts, they all show a little devil symbol in the art XD
Rakdos Signet, Rakdos Cluestone, Rakdos Locket
Also Rakdos lands Rakdos Guildgate, Rakdos Carnarium, Blood Crypt

cyeRunner on Grixis-Shadow

11 months ago

For a faster liveloss adding 2x Polluted Delta over Blood Crypt might be good because fetch+shock losses you 3 live instad of 2 when you just shock yourself
Also Orcish Bowmasters was a fine addition from the last set, i'd cut 2x Ledger Shredder to try it out.

eliakimras on Jund Dragons

1 year ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

Apollo_Paladin on LastRights

1 year ago

Hello fellow Arena player! +1 just for seeing another Arena player using TappedOut.

One thing that stands out to me immediately is the question of Format.

This deck could be an Explorer deck (thus removing quite a number of potential threats from your opponent) were you to replace Bank Job. The question becomes, is Bank Job good enough to justify moving up to Historic Format over Explorer on its own? In my opinion no, as there are quite a few cards which could help fill this role but wouldn't force you to play an otherwise Explorer deck against Historic (particularly Alchemy) threats. I think not having to consider Historic and/or Alchemy threats would improve the reliability of a lot of your choices here.

Red is full of options for casting additional cards from your deck and/or creating Treasure tokens. Even something like 2x Fable of the Mirror-Breaker  Flip I think would serve you better than Bank Job here as it creates blockers, Treasures potentially, as well as Card Advantage.

Also, if you can, Blood Crypt is far & away a better land option in place of your 4x Blightstep Pathways. It shares basic land synergy with Dragonskull Summit, and unlike the Pathway it's good for more than just 1 color of mana. Also, since you only have one 1-mana spell in the deck, it can make a great Turn 1 play tapped to avoid the damage with your build.

This is perhaps a minor adjustment, but if you've already got 4x Dragonskull it might be worth the investment in the Shock land.

Hope some of this helps! Feel free to add me on Arena (info in my TappedOut profile) should you want to play some games, or just talk deck tech/building, or whatever. Good luck to ya either way!

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