Blood Crypt

Blood Crypt

Land — Swamp Mountain

(: Gain or .)

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

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Blood Crypt Discussion

Lord_Grimm on Nekustar

1 week ago

Wow! Looks amazing! After the changes, the only cards I 'may' consider cutting (if you have a few more cards you'd like to run) would be the following: Phyresis, Coveted Jewel, and surprisingly Lightning Greaves. Now that you have made a huge change, feels time to talk about the land base... my recommendations in that group would be the following: Choked Estuary < Witch's Clinic, Spirebluff Canal < Blood Crypt, Flooded Strand < Scalding Tarn, Underground River < Bloodstained Mire, Shivan Reef < Morphic Pool, Mountain < Luxury Suite, Island < Riverglide Pathway  Flip, Island < Clearwater Pathway  Flip.

zapyourtumor on Jundilicious

1 week ago

Threats:

I'd say one of the main decisions you should make with this deck is whether to go for Lurrus or not. Currently, you only have one card, Lili, which is preventing you from playing Lurrus. If you went the Lurrus route, I'd cut the LotV, and Ignobles. Iggys are best used to accelerate into 3 and 4 drops, which means they don't really fit in with Lurrus. Instead, I would probably add some Dragon's Rage Channeler (the card is just too good), Scourge of the Skyclaves, and maybe some bauble. Since Lurrus is so powerful, the best versions of Jund DS are almost certainly Lurrus builds.

That said, imo going into Lurrus-free jund midrange with Death's Shadow like you've done here is more interesting. However, you'd definitely need some more powerful 3-4 drop threats (although I guess Kroxa is kind of a "4-drop"). 4 Iggys seems a bit overboard to me, I think 3 may be more optimal given that its a weak topdeck. Grimlock suggested Varolz and I wholeheartedly support adding 1 mainboard--He's a very fun 1-of and a great topdeck. Bloodbraid Elf is another powerful 2-for-1 threat and a good 1-2 of. There are some other good 3-4 drops like Klothys, God of Destiny, Seasoned Pyromancer, Huntmaster of the Fells  Flip but I don't really think any of them are a good fit for this deck.

About Deaths Shadow specifically: I've seen some comments above that there isn't enough self damage to justify Deaths Shadow and that the deck would function better as a midrange deck without DS. Honestly, this deck is more of a Jund midrange deck that happens to run Shadow than a full on Shadow deck. Only running lands and Thoughtseizes for life loss is enough to justify running shadow, since it is an efficient beater for mid to late game kind of like Goyf.

Spells

Although we have Iggy now as a one drop, DS isn't really a t1 play. I'd run more hand disruption: I think 2 Inquisition of Kozilek sounds good but whether you run 2 or 3 probably depends on the meta.

For the removal suite, I'd lower the curve. Unholy Heat would be good if you decide to run DRC and go Lurrus. Else, I'd run maybe 2-3 Fatal Push. Between Decay and Trophy, I usually like around 2-4 combined. Terminate is probably not needed to answer Murktide if you run 2 Assassin's Trophies. KCommand is pretty good right now so 2 seems like the sweet spot, although you could easily shave a copy or maybe even go up to 3. I don't think you need to go above 12 removal spells total.

Stuff like Temur Battle Rage isn't really what we want in a grindier midrangier deck, since its more for grixis DS decks to pull surprise wins out of nowhere.

Lands

In a Lurrus deck, 19-20 lands is usually enough. For Iggy jund, I would probably go for 21-23. You have mana dorks, but you also have more higher cmc cards. I would cut down on shocks and basics. Only 1-2 Blood Crypt, 2 Overgrown Tomb, maybe a Stomping grounds seems like enough. For basics I think you only need 1 mountain and 1 forest. I would probably go for 8-9 fetches total, since they can either help accelerate lifeloss or save life by fetching basics. If you go above 21 lands, some horizon lands to prevent manaflooding would be nice, like 1-2 Nurturing Peatland.

Sideboard

I won't really go into this one. I've noticed that most of your sideboards follow a very streamlined 4 4 4 3 pattern which can work well sometimes. I personally prefer a sideboard with more variety and 1-2 ofs but I guess it all depends on your meta.

Balaam__ on Vampire Party

1 month ago

Welcome to the game.

At first glance, there are two things that jump out.

1) This is not legal for the Modern format (Dirge of Dread and Vault of Whispers are emboldened in red to indicate they’re illegal in the format). This isn’t a big deal at all, as both can be substituted for different cards quite easily.

2) You could use some dual lands in your mana base. There are a huge variety of Modern legal lands that can produce and , some better (and therefore more expensive) than others. Top tier stuff would be Bloodstained Mire and Blood Crypt, but they’re also the most costly. Middle grade options are things like Blightstep Pathway  Flip or Haunted Ridge/Dragonskull Summit, and the cheapest (but still perfectly playable) duals would be lands that enter tapped—Bloodfell Caves, Cinder Barrens etc.

Any of the above would work here, the idea being to be able to play either a black or a red card as soon as possible, without having to wait because you don’t have the appropriate color.

hungry000 on $15 Dredge

1 month ago

TheBubbaEA Thanks!

In general, I would reference a non-budget Dredge list (from MTGgoldfish or another website like it) when you make upgrades, since those lists contain all the cards you'll want to get in the exact configurations you'll need. However, the Dredge deck in particular requires large investments alongside certain cards (like sets of fetchlands with Life from the Loam) in order to make them work, which can be difficult to figure out on your own.

I'd recommend making smaller upgrades first; the $25 Mardu version I listed above (Dredge ($25)) adds some white tri-lands to the mana base for Thrilling Discovery, Smiting Helix, and sideboard cards. Any other upgrades you'll want to make are going to be really big investments, so it'll be good to have a solid but fairly inexpensive base to play with while you work towards the more expensive stuff.

Now, it's important to consider which particular variant of Dredge you want to build before you start investing: some decks splash white for Thrilling Discovery and Prismatic Ending, some go for the traditional Jund list, others are straight Mardu. As of right now the most successful Dredge decks are cutting white for 1 mana enablers like Merchant of the Vale and Burning Inquiry for more speed (since graveyard hate is very popular atm). I personally like the white splash, but you do you.

Once you've figured that out, the most important upgrades you'll need to make are to the mana base. Competitive Dredge is heavily reliant on land synergies with Bloodghast, Life from the Loam, and by association Conflagrate (which is usually casted from the graveyard for big X values after filling your hand with lands via Loam). Fetchlands are by far the most important cards to have if you want to go this route. Having a nice suite of lands will also help with casting costs, which is always an issue with budget mana bases.

Other than that, the only upgrade you can really make until you have the lands is adding 3 Ox of Agonas for 1 Haunted Dead and 2 Smiting Helix; it's not too expensive to do this, but it also happens to be better with fetchlands, as they help pay for Ox's escape cost.

For lands, you'll want 8 R/X fetches, 4-5 R/X Dual lands, a couple fastlands, 3ish five-color lands, and one or two basics (~19 lands total). My recommendation for a 4c (RBgw) list:

Other Upgrades:

Hope this helps!

ProspectiveGIS on Dragons Forever

2 months ago

You right, good catch, missed the "basic" land instead of certain type like Farseek. Want to fetch the Triomes and others like Blood Crypt

Arievilo on Hell's Gates

2 months ago

Hey zapyourtumor ! Thanks for the great tips already added some to the deck here.

I replaced Fetid Imp with Scourge of the Skyclaves . It fits the cheap creature place better and is a demon so not only helps the priests to summon more demons but also helps with Mark of the Oni . I also think he goes great with Vexing Devil , Blood Crypt and Spawn of Mayhem . Dark Confidant would be perfect but it is too expensive. Even the scourge is a bit expensive to add to the physical deck right now but I'll save up for it and in time I will get it, maybe someday I'll get my hands in some of that dark wizard.

About Mark of the Oni I understand what you are saying but I love the card. It is really fun to play with it so I'll not remove it despite the drawback it has. Regarding Grim Return it is also just a fun card if I get to combo with Archfiend of Depravity (or Desecration Demon you suggested and cast it on my opponent's end turn to take over one of his creatures, or combine it with removal to take one of his creatures for me, so that being said I liked the ideia of having Sin Prodder because, besides the draw help, it seems like a easy way to help me cast Rakdos, Lord of Riots and goes well with it later either.

Thanks for the tip about Lightning Bolt , fits better in the deck than Go for the Throat . I just don't quite understand why you prefer Fatal Push to terminate. As I see it is just +1 mana cost for a more solid removal but I might be missing something so if you could detail more on your thoughts about it I would appreciate it.

Finnally, after altering the virtual version of the deck I finished with 22 lands. Kind of on the fence on keeping the 3rd Rakdos, Lord of Riots or the 2nd Lord of the Void instead of a 23rd land card. What do you think?

I had Master of Cruelties in the main deck at first because I really like it too. Thanks again for your suggestions, really appreciate it

multimedia on Kaalia of the Vast

3 months ago

Hey, nice personal version. I respect you're willing to post for critique your personal deck that you're currently playing.

An area to consider improving is ramp. Consider cutting some basic lands especially Swamps for more low CMC mana rocks?

You can get ramp other ways than mana rocks such as Rakdos, Lord of Riots who's underrated with Kaalia. Can also be a backup to more easily cast high CMC creatures if you can't cheat them onto the battlefield with Kaalia. Rakdos could replace Iona, Shield of Emeria because she's banned in multiplayer EDH/Commander.


40 lands with 27 basic lands isn't a good ratio for color fixing when you need all three colors equally. You can't count on having Chromatic Lantern every game for color fixing, but you should consistently be able to count on your lands. Bloodstained Mire is great, nice Expedition, but currently it can't fetch a white source because there's no Swamp/Plains or Mountain/Plains land. Savai Triome , Godless Shrine and Sacred Foundry are Plains lands that Mire can search for.

Less lands, more color fixing and more ramp will help gameplay. You want at least 20 sources of each color from lands in the manabase which is completely doable with the already high budget. My advice is cut basic lands for more dual lands. I'll suggest two different tiers of land improvements to consider based on your current budget.

Tier 1 (more expensive lands, better color fixing): more Rainbow lands, more Fetch lands, Shock lands, Bond lands.

Tier 2 (less expensive lands, less color fixing): lesser Rainbow lands, Bond lands, Pathways and Filter lands.

I offer more advice. Would you like more advice? Good luck with your deck.

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