Crucible of Worlds

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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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Crucible of Worlds

Artifact

You may play land cards from your graveyard.

Balaam__ on Balaam__

2 weeks ago

Let me preface this by saying I have not even looked at anything from New Capenna forward (that’s how fatigued I am by wizards’ shoveling expansions down my throat, ha).

Off the top of my head there isn’t anything Modern legal that strictly functions like Crucible of Worlds, but with creatures. The closest thing to what you’re looking for are cards like Haakon, Stromgald Scourge which have that effect except it’s limited to specific creature types. Wrenn and Realmbreaker might be worth a look too. With thoughtful planning, either might fit the bill. There are a bunch of Reanimator spells, as you said, and there are some fairly easy-to-assemble endless loops you could pull off with them which might also trigger what you’re looking to pull off.

Balaam__ on Balaam__

2 weeks ago

@Caran_Lyg no problem, although I may not be as helpful as you’re hoping. To be honest I’ve sort of fallen out of magic lately (I feel buried under an overwhelming tonnage of new expansions and sets WotC churns out by the dozen).

As for your question, I need clarification. Are you asking for a Crucible of Worlds style effect that literally says you can play creatures from the graveyard? Or will a ‘return target creature from the graveyard to the battlefield’ effect suffice?

SlangNTrees13 on Embers of Queen Disa (Best Win Pyro EDH Primer)

1 month ago

Also taking a second look at Uurg, Spawn of Turg now, because it is growing on me that it can also be used to rescue an early Boseiju, Who Endures we had to play as a land when we have Crucible of Worlds or Life from the Loam about.

SufferFromEDHD on Tsabo Tavoc Havoc

1 month ago

I run Dust Bowl just for the late game control. It might be inappropriate in a deck without Crucible of Worlds I need haste, I'll add one of your suggestions.

I don't like Sol Ring because I prefer exploring and itilizing the EDH card pool however, I think a 7 drop needs all the ramp it can get. Added.

TheRoaringRegisaur on Landfall Mill

1 month ago

Super fun! Other options instead of Ramunap Excavator... Crucible of Worlds, Conduit of Worlds, ...

RiotRunner789 on All the combos

3 months ago

Kiki-Jiki, Mirror Breaker + Pestermite or Zealous Conscripts for infinite attackers. Also. Kiki can copy other combo pieces and each piece is useful on its own.

Grenzo, Dungeon Warden + Timestream Navigator + Ascend and at least 6 mana for infinite turns.

Stranglehold + Maralen of the Mornsong locks opponents out of card draw and tutoring. Maralen can also tutor for the other piece or other combo piece but opponents will probably tutor for answers.

Demonic Consultation + Thassa's Oracle for instant win. Demonic can also just be used to grab another combo piece.

Smothering Tithe + Stasis for a lockout.

Teferi's Protection or some indestructible spell + Jokulhaups for a hard opponent reset. Teferi and Apocalypse or some other degenerate red board wipe also works.

Mana Vortex or some other land destruction like Armageddon + ability to play lands from grave like Crucible of Worlds for a combo people will hate you for.

There are a million combos, so it's probably best to pick ones that work with your commander or contain pieces that work on their own. Or, at least have a few defensive pieces (board wipes, stax, Propaganda, counters, etc.) to hold off your opponents.

Krugz on The Inevitable Annihilation

3 months ago

Profet93

Really? I think it's about time you create one! There are a bunch of new colorless commanders that might peak your interest (Graaz, Unstoppable Juggernaut and Omarthis, Ghostfire Initiate to name a few). I highly suggest you give it a try!

As for the lands in question, that's actually a valid observation. I have specific reasoning behind those lands and I am more than happy to share what I've learned:

Gemstone Caverns - Ulamog, the Defiler's 3rd ability checks not just what it exiled from the 1st cast trigger but everything in exile, including mine. With any of the titans in my opening hand, I get a guaranteed pump to Ulamog even if the exiled library whiffs. The same is true with Ugin's Labyrinth. Now you can argue that card advantage option in colorless is horrendously rare and that's painfully true. But you know, it's a high-risk-high-reward kind of situation.

City of Traitors - Now, this one's a bit tricky. I would almost never keep a Scorched Ruins and City of Traitors as my opening hand unless the other 4 are lands. I treat it as if it's a Lotus Petal, a disposable mana ramp of some sort that I can bank. Turn 1, play a land. Turn 2, play City of Traitors and a 3-drop. Turn 3, float City of Traitors then sac to play a land and a 4-drop like The One Ring or another ramp... Or, it'll just be the last land I'll play. I guess, the deciding factor is your opening hand and how you would invest on your later turns.

Interestingly, this play pattern affects my late game options poorly. Sure, an early Eldrazi titan disrupts the combo decks but in exchange I'm destroying my mana base. And before I know it, other boardstate were already better than mine.

Now that I think about it, Crucible of Worlds is starting to get appealing.

DreadKhan on EDH Merens Reanimator

5 months ago

Do you mean cheap 'fetch' options like Evolving Wilds, or pricey stuff like Verdant Catacombs? Proper Fetchland are really strong cards, and very few things screw you over for playing them. People typically benefit from Fetches if they have landfall effects, usually you need quite a few, or very good ones, or they are a lot of money for relatively little value, especially 2 colour deck. This changes a bit if you've got other synergies, especially cards that let you play lands from your graveyard, Fetch lands are incredible in decks like Muldrotha, the Gravetide, where getting a single one in your graveyard technically means you'll never miss a land drop (unless something happens). In your colours people often run Fetch lands with cards like Crucible of Worlds and Ramunap Excavator (there are more options, these are just very popular ones that synergize with effects that give you the ability to play extra lands, such as Burgeoning). The nicest thing about these sorts of combos is you can also throw in something like Strip Mine/Wasteland to generate a great deal of advantage over time.

Looking at your deck for a bit, it doesn't have a lot of 'bad' cards kicking around, so it's hard to improve your deck without raising it's power level. Arguably fetches don't increase your power level, they just make your deck a lot more consistent, but with enough synergies you can possibly shave a few lands if you ran all of the true Fetchlands that can find a Swamp or Forest (at this point there is a range of dual lands that have the Swamp/Forest typing, but most ETB tapped fwiw. I'd run at least 3 duals you can fetch out if you're going to run a bunch of Fetchlands, as well as a smattering of Basics.

Hope some of this helps!

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