Crucible of Worlds

Legality

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
Core Set 2019 (M19) Mythic Rare
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Tenth Edition (10E) Rare
Fifth Dawn (5DN) Rare
Promo Set (000) Rare

Combos Browse all

Crucible of Worlds

Artifact

You may play land cards from your graveyard.

Crucible of Worlds Discussion

arby_5150 on Lord Windgrace, the Denier

5 hours ago

xaarvaxus

Hey thanks for the upvote friend! When my buddy showed me Fire Covenant we both knew that it had to go in lol. When I saw Orcish Lumberjack I wasn't actually sure if it would be good or not because I don't run many forests but the first time I played him I had Crucible of Worlds out and I instantly fell in love with the lumberjack.

As far as Veil of Summer over Autumn's Veil , that is definitely the right call and thank you for pointing that out lol. As for adding both, I'd rather be able to Pyroblast or Red Elemental Blast the extra turn card that snowballs Azami, Lady of Scrolls or countering the Ophidian Eye before it hits Niv-Mizzet, Parun . Also Vexing Shusher being on the board and giving me the option to politic has come in handy one a few occasions. So the four cards and the niche Boseiju, Who Shelters All to push my spells through is all I really need.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

5 days ago

Been playtesting a lot lately, and it has gone very well.

I've made two MB changes:

-1 Walking Ballista +1 Chandra, Torch of Defiance : The deck really struggles to close out the game sometimes, and with all the Karns I can always get to Ballista when I need it. I may end up running two in the side.

-1 Abrade +1 Splinter : I really, really love Splinter, so I am going to run it as a fun-of.

As for SB changes:

Switched out Crucible of Worlds for Chalice of the Void . For every reason Crucible should be great, but because Wrenn and Six can handle so much of the same functionality plus some, I found myself never wanting to wish for Crucible. Chalice was an immediate thought to combo with Trinisphere to lock the opponent out of even more spells, and running it MB really requires Simians.

I am still on the hunt for 1-2 more artifact based alternate wincons to test. So far the runner's up are Goblin Charbelcher and God-Pharaoh's Statue . If I could guarantee I could get more mana on the board I would definitely try Blightsteel Colossus but unfortunately I hardly ever get above 8 or 9.

There's also the option of trying to fit a Nahiri, the Harbinger / Emrakul, the Aeons Torn combo in the side (or main?!) but I don't know if two cards are good enough.

articred on Zo-Zu BOOM

2 weeks ago

Thanks for the ideas austintayshus.

didn't even think about Dust Bowl or Valakut, the Molten Pinnacle the later being something that could really chime in a bit more fun for my friends. Wasteland was initially in the deck, for cost reasons I sadly removed it. I have play tested with it in the deck, with Crucible of Worlds in play it just became a real fun time of controlling the game.

Saljen on Lock You Out By Turn 4

2 weeks ago

If you like land denial, you should check out Wren and Six + Crop Rotation.

I really like what you've put together here. It's very much along the same veins as my "get your friends to stop playing Oathbreaker" deck listed above.

I would suggest Strip Mine / Ghost Quarter + Crucible of Worlds . I know you'll always have access to Armageddon post-turn 4, but it's nice to get in the early land denial and they'll be extremely useful to cycle in the late game when Armageddon costs 8+ mana.

Also, having Terra Eternal in play before dropping that first Armageddon would secure you the game 100% of the time. Avacyn, Angel of Hope is more late game, but also does something similar with it's ability.

JohnMichaelBushman on LANDS ABLAZE

2 weeks ago

golgariizzet Yeah, I agree. I have Lord Windgrace in Oathbreaker too and I made it revolve around the Scapeshift + Valakut combo. While it works more often than not in my games with it, it really only works once since Scapeshift pulls almost all of the lands from the deck. After that, I rely on the Titania, Protector of Argoth + Sylvan Safekeeper combo to produce elementals from sacrificed lands and then using either Windgrace or Wrenn and Six / Crucible of Worlds / Ramunap Excavator to get it all back.

TypicalTimmy on Ajani Vengeant, and his signature ...

3 weeks ago

Commenting here rather than on your page.

I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.

Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:

  • T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
  • T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.

The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.

Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .

Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.

Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .

So overall I called out Boros Garrison , Dormant Volcano , Karoo , Temple of the False God , Crystal Vein , Dwarven Ruins & Ruins of Trokair . So let's find some replacements!

This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.

I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?

Cut out the following, for their listed reasons:

As mentioned before, you want more artifacts that produce mana. You currently have the following:

Remove both.

We added in Heart of Ramos and Tooth of Ramos . We also added in Boros Cluestone and Boros Signet . We now need to look for stones that cost less than . Here is what you add:

Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:

We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.

We still have two slots open. Use these to fit in draw spells. Keep in mind that with Mind Stone and Boros Cluestone , you already do have two cards that can draw if you need it.

  • Faithless Looting : Because it can be played twice, due to Flashback
  • Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.

As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?

There is also Curse of Bloodletting , which makes your Form of the Dragon deal 10 damage instead.

You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .

This took me like 40 minutes, so I hope it helps.

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Crucible of Worlds occurrence in decks from the last year

Modern:

All decks: 0.07%

Commander / EDH:

All decks: 0.08%

Red: 0.21%

Black: 0.15%

Green: 0.17%

Golgari: 0.2%

BUG (Sultai): 0.57%

BRG (Jund): 1.26%