Blood Crypt


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

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

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.

Browse Alters

Blood Crypt Discussion

Skullblade248 on Riftfire

1 week ago

If your deck is going to be competitive, then you need multiple ways to reach your win condition. With Tron in mind, may I suggest splashing black for Dark Petition and Stormfist Crusader . You get card advantage, Mana advantage, and burn in a deck that is know for lots of Mana and tutoring lands. You could run Blood Crypt , Dragonskull Summit , and/or Bloodstained Mire . Just think about it.

Blue_Flame on Roguish Vampires

1 week ago

All right, so let's talk mana. I hope I don't downplay your MtG knowledge or insult your intelligence, but it bears noting. Your mana needs a little work. With your deck being three colors, it's super important that you have as much versatility within your mana base at all times so your plays aren't restricted by the (lack of) colors you have. I'm sorry if you already know this info, but I'm going to give you some land suggestions.

It looks like you're on a budget, so I'd for sure get a playset of Nomad Outpost . They come in tapped, but tap for the all of the colors you need.

If you have a little more cash to spend, Dragonskull Summit , Isolated Chapel , and Clifftop Retreat are all decent options.

If you want to go a step further you could also pick up a playset of each of the shocklands in your colors: Blood Crypt , Sacred Foundry , and Godless Shrine .

If you have a ton of cash and want to go all out on a "competitive" mana base, you could pick up 4 each of each of the fetchlands within your colors: Bloodstained Mire , Arid Mesa , and Marsh Flats . But that's only if you have $400 sitting around.

pistolpeteiii on BG Rebound

2 weeks ago

I wouldn't say The Great Henge is far outside the goal of the deck, as it does basically everything you want to be doing here. It gains life every time its tapped to offset your "Pay life" effects, it adds 2 mana which can help you cast multiple spells in a turn, it draws you a card for every creature you cast, and it makes all your creatures more threatening by adding a +1/+1 counter. In my opinion the life gain and card draw alone make it worth playing at least 1 copy. The cost reduction will be easy to achieve with the current creatures, and easier to achieve when adding Molderhulk . As stated in my previous comment, having 2 copies of The Cauldron of Eternity throughout the course of the game isn't going to be beneficial, so taking that down to 2 copies and diversifying with 1 copy of The Great Henge may prove to be very useful.

Without a way to discard cards from your hand, I probably would try to stray from running Drakuseth, Maw of Flames in this build. Even if you add Blood Crypt and Stomping Ground , its going to be hard to cast it from your hand due to the requirement. You are banking on milling it into your graveyard, and are stuck with a dead card in hand if you're unable to play it.

multimedia on Sliver EDH v1.0

2 weeks ago

Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?

Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.

The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.

If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.

Manabase changes to consider.

Add the Shock lands, cut the Vivid lands:

OR budget

Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.

Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.

multimedia on Rakdos Beatdown

2 weeks ago

Hey, you're welcome :)

I don't want to discourage you by suggesting to add so many cards and cut so many cards. You have a really good plan for when you get Rakdos onto the battlefield, but the problem is you haven't included many ways to cast Rakdos. Because can only cast him if an opponent loss life for the turn. You have a great late game base of creatures, really good, but there's not very much, if any, early game plays to make. Commander decks want three plans at various stages of a game. One for the early game, one for the mid game and one for the late game. Right now you have planned out the mid and late game well, but have neglected the early game. My advice is sacrifice some mid and late game cards for early game cards.

Some examples of different plans for each stage of the a game.

Early game (ramp and pingers):

Mid game (Rakdos and reanimation):

Late game (Eldrazi and other big creatures)

In my opinion it's better to have a lot more early game plays then mid and late game. The early game plays should help to setup and get into the mid and late game. Low mana cast reanimation/enablers is an an example of early game plays that can be just as good as a mid/late game plays. Tutors are an excellent bridge between each stage of the game because they let you get a certain card for what ever stage you're at and in of need at the time.

As I said in my last comment I think you can cut quite a few of the big creatures and replace them with more early game cards that let you interact with Rakdos faster.

Cards to consider cutting:

  • Cinder Barrens
  • Bloodfell Caves
  • 1x Mountain
  • 1x Swamp
  • Chainer, Dementia Master
  • Endling
  • Garna, the Bloodflame
  • Geth, Lord of the Vault
  • Greven, Predator Captain
  • Hythonia the Cruel
  • K'rrik, Son of Yawgmoth
  • Massacre Girl
  • Nighthowler
  • Overseer of the Damned
  • Soul of Innistrad
  • Tetzimoc, Primal Death
  • The Haunt of Hightower
  • The Scorpion God
  • Fated Return
  • Phthisis
  • Blackblade Reforged
  • Whispersilk Cloak
  • Loxodon Warhammer
  • Sword of Truth and Justice

All these cards are by no means bad, they're just in my opinion worse than the other cards here. In my last comment I listed about 20 cards for you to consider adding most except Heartless Hidetsugu and Artisan of Kozilek were one to three CMC. Which included pingers ( Spear Spewer , etc.), mana rocks ( Rakdos Signet , etc.), reanimation/enablers ( Doomed Necromancer , Buried Alive , etc.) and instant removal ( Chaos Warp , etc.).

40 lands is a lot of lands, consider cutting some for additional mana sources (mana rocks)?

I think you're better off adding mana rocks then having lots of lands and equipment. I think it helps your deck more to have color fixing and ramp then equipment. Mana rocks are excellent early game plays. Equipment are mid to late game plays and they only do something if you have creatures on the battlefield who can attack. Rakdos or Sin Prodder could be good sources of a creature for equipment, but equipment overall is not doing much here. Because of mana cost for Rakdos then mana rocks that can make colored mana are more desirable then ones that can't. However if you have the powerful mana rocks that only make colorless mana ( Sol Ring , etc.) still play them because they're some of the best cards in Commander.

Lots of basic lands can be problematic when the main casting cost you're trying to make is for Rakdos. Some other playable Rakdos dual lands to consider adding:

multimedia on Ride with the Wind

3 weeks ago

Hey, nice upgrade of the precon.

I think you're relying too much on basic lands thus going to have problems with color fixing. I see Fetch lands, but there's no Shock lands? Adding Command Tower , Overgrown Tomb , Stomping Ground and Blood Crypt can help the manabase. I don't see Sol Ring ? Is there a reason you're not playing Sol?

Consider Life from the Loam ? It's very good with Windgrace's ability to discard a land to draw another card. Loam can keep your hand full of lands to get value from Windgrace. It's damn efficient since with dredge it can keep coming back to your hand.

Consider Anger ? It can be discarded with Windgrace and there's plenty of ways here to get a Mountain in your control. Depths and Inkmoth can benefit from more sources of haste. This is helpful if using Windgrace to reanimate these lands. Genesis is good with dredge and it can be discarded by Windgrace. It's a repeatable way to recur creatures.

Consider Gamble ? I presume since there's no Demonic Tutor here that this card is not within the budget? Gamble can also tutor for any one card. Consider Abrupt Decay and Chaos Warp ? All Commander decks need some kind of instant low mana cost (1-3 CMC) removal. It sucks, but decks need to make room for some of these cards.

Consider Jokulhaups and main deck Obliterate ? They're nasty with Windgrace since they don't destroy Planeswalkers and he can reanimate your lands that are destroyed. Consider Pernicious Deed ? Deed doesn't destroy Planeswalkers or lands, but everything else and you can control how much mana you put into it.

Cards to consider cutting:

  • Gods' Eye, Gate to the Reikai
  • Oran-Rief, the Vastwood
  • Swamp
  • Uncage the Menagerie
  • Sword of the Animist
  • Dual Casting
  • Path of Discovery
  • Undergrowth Champion
  • Corpsejack Menace
  • Parallel Lives
  • Unbound Flourishing
  • Primal Vigor
  • Primordial Hydra

I don't think cards that interact with +1/+1 counters for creatures are good enough with Windgrace because Windgrace is not a creature making these cards dead cards with just him. Cards such as Evolution and Season interact with counters not just with creatures, but also with Planeswalkers this makes them much better with Windgrace and worth playing. Good luck with your deck.

RNR_Gaming on Marchesa, The Black Rose EDH

3 weeks ago

It's already pretty good man! Obvious upgrades would be the land base. Fetches like Polluted Delta , Scalding Tarn , and Bloodstained Mire ; shocks Watery Grave , Steam Vents , and Blood Crypt . Lastly, the rainbows Mana Confluence , City of Brass and Tarnished Citadel . Now I know lands are boring and expensive but they'll up the consistancy of the deck by a lot especially in a 3 color deck. Only if it's within your budget though :)

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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%