Blood Crypt

Blood Crypt

Land — Swamp Mountain

(: Gain or .)

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

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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Dissension (DIS) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all


Format Legality
Block Constructed Legal
Historic Legal
1v1 Commander Legal
Pioneer Legal
Noble Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Arena Legal
Standard Legal
Casual Legal
Pre-release Legal
Unformat Legal
Vintage Legal
Leviathan Legal
Commander / EDH Legal
Brawl Legal
Canadian Highlander Legal
Highlander Legal
Magic Duels Legal
Legacy Legal
Tiny Leaders Legal

Blood Crypt occurrence in decks from the last year


All decks: 0.8%

Rakdos: 7.19%


All decks: 0.71%

Rakdos: 10.78%

Commander / EDH:

All decks: 0.15%

Rakdos: 1.29%

BRG (Jund): 2.3%

UBR (Grixis): 1.68%

RBW (Mardu): 1.55%

Blood Crypt Discussion

DemMeowsephs on Sultai_Sir

2 days ago

Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.

These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.

DemMeowsephs on Sanctify Thy Deck

2 weeks ago

Of course I'd love to help! Sorry for the late comment for some reason my wall didn't give me any notifications! Let's start off with lands. So if you look at your color pie, you have very few red and black cards and more green/white. However, to activate your commanders ability you need all five colors, thus I would have an even amount of lands for each color. Since there are five colors, I would recommend using multicolor lands such as the following.

As for ramp, I also have a few suggestions. From what I've seen, your ramp involves Growth Spiral, Harrow, Dryad of the Ilysian Grove, Birds of Paradise, Cultivate, a couple of enchant lands, Sol Ring, Chromatic Lantern, and Arcane Signet. I would remove Harrow and Cultivate, and add some of the following. Exploration, Burgeoning, Noble Hierarch, Nature's Lore, Courser of Kruphix, Mirari's Wake, etc. The ones that are enchantments are especially helpful for the enchantress theme.

For the enchantress theme I would check out EDHREC (Click here for enchantments and here for cards that go with Sisay. EDHREC is an amazing commander resource and it helps me quite a lot.

  • So in the end, my main points were focusing on upgrading your ramp and your lands. For the enchantress part I would recommend checking out EDHERC. Again, sorry for the late comment, thank you for reaching out, good luck on your deck, it seems VERY good so far, and have a great day!

TriusMalarky on 5c elementals toolbox

3 weeks ago

For the manabase, here's what I'd run:

And one of each basic.

Epicurus on Need input

3 weeks ago

Neat deck, like the idea. I think Treachery is an underrated card for the theme.

Also, you have a ton of boardwipe, so maybe go with counters rather than targeted removal? Mana Leak is a good one for multicolor, and Spell Pierce is also handy, but then there's always Force of Negation, Force of Will and Mana Drain, if you have the money for them.

Next, with all the planeswalkers in here, some proliferate might be helpful. Fuel for the Cause, to continue the counter trend, but also Grim Affliction, Volt Charge and Flux Channeler are good options.

And as a personal preference, I'd say to also look at Mindslaver. Not an incredibly popular card, but one I enjoy.

Finally, I will suggest increasing the lands by a couple, but only really because everyone else always tells me to do that. I've been running 35 lands in all of my EDH decks and find that to be a good ratio, but a lot of the competitive decks I see posted on here run around 36 or 37. I only say it because you have a high mana curve, even given all the rocks. A couple fetch lands like Polluted Delta and Bloodstained Mire would probably do the trick, especially if you could get ahold of Blood Crypt, Watery Grave and Steam Vents.

Woah, sorry this comment is so long, haha...


zAzen7977 on zAzen7977

4 weeks ago

Hey casual_competitive, I’m not sure what your question is, but I can talk about standard. I’m no expert, since I drop off from standard from time to time, but I have a few tips that I’ve picked up other the years.

And Scallywallwest, thank you very much!!! I would be happy to talk about using black.

First of all, I’ll discuss deck building. These same principles apply regardless of the format. It’s important to review the entire card pool in the format. To know what to build, you have to know what you will be up against. Also review popular existing decks so you know the main archetypes and the most popular color combinations. If you’re new to the game, I recommend copying an existing deck and modifying it as you learn more.

Then if you are building a deck from scratch, choose a few cards that work together. Mono-color decks can’t address as many threats as multi-colored decks, but they will always have more consistent mana bases (you only have to worry about one land type). In standard you are limited to whatever lands are available, so that will be another thing to consider. Dual lands (like Blood Crypt and fetchlands (like Fabled Passage) are critical for making multi-colored decks consistent.

For example, in my Liliana’s Embrace deck, I chose Liliana, Waker of the Dead, Archfiend's Vessel, Demonic Embrace, and Kroxa, Titan of Death's Hunger. Liliana is the focus I built the deck around. Liliana discards a card from my hand, withers creatures based on the number of cards in my graveyard, and can eventually reanimate a creature every turn. So a deck with Liliana should focus on reanimation to utilize her most effectively. Her ability lets me discard Vessels and Kroxa so I can bring them back later. Once I have those cards down, I can add more details. Other utility cards like Thrill of Possibility help you dump cards and draw more. Since I anticipate going up against creature-heavy decks, I also added removal like Eliminate and Bedevil.

Once you have a working concept, you need to be able to win. Choose a few ways to win so you won’t be limited to only one path of attack. Magic is a fickle game and you need to have multiple plan B’s if things don’t go as planned. For example, in my deck I include Doom Whisperer as a finisher, because it is a powerful flying 6/6 trampler and allows me to Surveil at will. Kroxa and demon tokens from the Vessels are other win cons. Plus I run Maximize Velocity and Unleash Fury for good measure. Every deck will be different, but there must be a clear endgame.

Another important consideration is the mana curve. You want cards with affordable mana costs (1-2 mana) that you can cast early in the game, as compared to waiting around doing nothing turns 1-4. In Modern, most decks play at least 1 land and 1 spell every turn and gain serious momentum by turn 4, and if your curve is too high, you will not be able to compete. But you don’t want to burn out too quickly either. You’ll need higher mana cost cards for the late game. If you run cards that cost 5 or more mana, run at least 24 lands. If you are running lean (less expensive cards) you can reduce that number. Cards costing 7 or more mana are generally unusable unless you are playing ramp (lots of cards that generate additional mana besides only lands).

Black is an interesting color in any format because you have to think outside the box. First, choose your focus: Either creature-heavy aggro, control (very few creatures), or midrange (which is a mix of both, starts slow at first but picks up by turn 4). Black decks usually rely on creature removal, hand discard, creature sacrifice, life loss, controlling swamps, or devotion (having lots of black cards in play at the same time). Mono-Black is more consistent than other black color combinations but lacks the ability to deal with artifacts or enchantments effectively. That’s why white, green, and red are popular splash colors. White gives you access to Path to Exile and Disenchant, while red gives you burn and artifact removal like Deface, and green provides removal like Assassin's Trophy and Naturalize.

When you play black, you have to be ready to sacrifice your own resources. You can’t be emotionally attached to a particular creature or planeswalker. It’s just like chess - sometimes you must sacrifice your own pieces. Your life total is also a resource for you to utilize and spend, hence the term “suicide black.” Death's Shadow is an example of this archetype. You need to be able to walk right up to the cliff without falling off. It takes practice to know when you’ve gone too far.

Check out my decks for examples of zombie decks, black midrange devotion, and 8-Rack hand discard control. I like creating variations with different colors.

I hope my comment was helpful!

Ninjew42 on RB Aggro Pirates Win

4 weeks ago

Omniscience_is_life, I have no Blood Crypt or I would include them for sure. Embercleave is nice but WAY to expensive as I would want to run at least x3, and does not fit my theme of Pirates.
Kari is cool but ends up being kinda useless compared to other better options. Had her in an early build and she got punted.
The Adaptive is a good card for tribal, but 3/3 is not as scary as 4/2.
Dire Fleet Captain is junk. I had him in an early build and found him to be ineffective at best.

Omniscience_is_life on RB Aggro Pirates Win

4 weeks ago

don't know how budget you're going for here, but I have a few suggestions:

Blood Crypt. For super aggro, that 2 life isn't going to hurt one bit, and any sort of Rakdos split is great. Never wanna be dead in the water with no red/black sources!

Embercleave. Just a great finisher, the mana reduction will almost always make it around the same cost as the Bravado, but plus trample and it sticks around.

Kari Zev, Skyship Raider. it never hurts to get two attackers for one, especially when one of them is Kari.

More lord effects! I'm sure you've noticed how nice the Neckbreaker's buff is, but he costs a ton mana-wise. Some sort of shapeshifting tribe-of-your-choice buff could be nice, maybe an Adaptive Automaton?

Lastly, Dire Fleet Captain has the potential to be, just so massive for such little mana... he's wonderful.

hope this helps, great deck!

zAzen7977 on Kaalia of the Vast (Flying)

1 month ago

Hey Tr1pL1ek1D0, nice job! I like your list. Kaalia is my favorite commander. I have a few suggestions you may like:

Lightning Greaves is better than Swiftfoot Boots, but you should probably include both. Teferi's Protection is another good option to protect Kaalia.

Also Vindicate is a great removal spell. Some useful lands are Hall of the Bandit Lord and Shizo, Death's Storehouse. I also don’t see any dual lands like Blood Crypt or Godless Shrine. It seems like a lot of your lands can come into play tapped. I would try to minimize including any lands that guarantee you are set back a turn, except if it has a game-changing bonus like Hall of the Bandit Lord.

You might find more interesting options in my deck, which I’ve focused on land destruction:

I haven’t changed my list since Iona was banned, but you’ve inspired me to update it :)

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