Crucible of Worlds
You may play land cards from your graveyard.
|Have (4)||, CampbellStev , thirdwhirly , gildan_bladeborn|
|Want (3)||Gemini4786 , socialdisaster , CampbellStev|
Combos Browse all
- Crucible of Worlds + Sylvan Safekeeper
- Crucible of Worlds + Overgrown Estate + Strip Mine
- Crucible of Worlds + Flagstones of Trokair + Overgrown Estate
- Command Beacon + Crucible of Worlds
- Crucible of Worlds + Lotus Cobra
- Crucible of Worlds + Dreamscape Artist
|Commander / EDH||Legal|
Latest Decks as Commander
Crucible of Worlds Discussion
1 week ago
Also just a heads up Anointed Procession isn't in your commander's color identity.
2 weeks ago
I've always wanted to build a braids modern deck, but casting a 4 drop in a smallpox deck always seemed a bit risky to me, while running braids without smallpox always seemed too slow. Here are my comments on your list:
You have some cards that don't add enough to your gameplan.
1) Greater Harvester looks cute, but it sucks. A static ability that only affects you, while the only way for it to cause your opponent to sacrifice stuff is to deal combat damage with a 5/6 vanilla creature without any evasion or trample or anything. Even with Braids wiping your opponent's board this card will definitely hurt you more than them. World Queller is still pretty expensive, but has a much nicer effect that lets you choose the permanent type. I probably wouldn't run either but having another 5 cmc Braids is cool.
3) I know you run Thalia, Guardian of Thraben to tax your opponents and make it even harder for them to cast spells along with braids, but you have so many noncreature spells that it's probably not that good here either.
4) Leyline of the Meek synergizes with your token plan, but doesn't help you stretch out the game, deny your opponent resources, or create more tokens for yourself. If you really want to play something to buff your tokens I'd use Intangible Virtue , but I don't recommend it.
5) Timely Reinforcements definitely doesn't fit here. There's a reason it usually isn't played in decks with a lot of other token producers - because then its effect would be useless. Add in braids wiping the opponent's creatures and it becomes even worse. 4 Souls + 4 BB already seems like a good token package to me. It could maybe be a one-of in the sideboard though against hyper-aggressive decks.
6) Cabal Coffers is very questionable, since your land count is probably not going to be that high. If you are going to keep it, definitely add more Urborgs. Also 25 lands is a little high even for a pox deck like this one, I think 24 is the perfect number.
7) Crucible of Worlds does have nice synergy with sacrificing lands (and replaying Flagstones is pretty cool) but a lot of the time you would probably be sacrificing tokens instead. I don't think the card is that great here unless you have Flagstones of Trokair on the field, so if you need space for other cards I would recommend cutting these.
You should probably have more early game resource denial, lower your mana curve, and have more pieces that break symmetry.
1) Braids is a four drop, and doesn't have any impact on the board unless she survives a turn. You definitely need something early game that has a similar effect to braids. I don't think this deck can function without 4x Smallpox .
2) 4x Flagstones of Trokair . No questions asked. Also 2-3 Urborgs (esp if you keep Cabal Coffers). T1 Urborg, Inquisition/Thoughtseize into T2 flagstones + smallpox is backbreaking.
3) Bloodghast gives something to discard to pox, and you can repeatedly sacrifice it to braids as well. Nether Spirit is another option but I don't think it works well here.
4) Multiples of Braids suck, so I'd go down to 3 copies.
5) You could consider Sedgemoor Witch as a token producer instead of Bitterblossom. Not quite as sure about this one; it does something even if you only use the tokens to feed braids and gains life while BB loses life, but it also costs 1 more mana and acts as a juicy removal target. However, with braids on the field you already have removal targets so it probably isn't as much of an issue as it seems.
Your only early game disruption is Thoughtseize. This is definitely not enough.
1) I'd run 6-8 discard spells total between Thoughtseize and Inquisition of Kozilek . Honestly, In my opinion the best is a 4 IoK/2 Seize split, since IoK is better early game and you should be able to prevent your opponent from casting 4+ cmc spells anyways.
2) I understand that you are running Vindicate so you can blow up your opponent's lands, but you should definitely have some cheaper removal. I'd probably cut one and run 2-3 Fatal Push . Bloodchief's Thirst or Prismatic Ending could also work, just anything that isn't Path to Exile .
About the sideboard cards
2) Some boardwipes are probably needed, even though they don't synergize that well with tokens or braids. Without them, you'll just get run over by aggressive decks. Best ones are Damn and Bontu's Last Reckoning (first one is more of a 1-2x mainboard card, while second one is probably a 2-of in the sideboard).
2 weeks ago
Abzkaban: I'll have a look at this.
Commander / EDH
SCORE: 15 | 12 COMMENTS | 841 VIEWS | IN 6 FOLDERS
Momo has evolved quite a bit since I last posted it. I was able to add most of the things I wanted to add with the exception of very expensive cards such as Crucible of Worlds . I'd love to have some general input and maybe a suggestion or two. Thanks in advance.
4 weeks ago
Welcome to tappedout. Here are some of my thoughts on your deck:
1) You have 18 illegal cards for the modern format in your deck
2) You have many restrictive mana costs, like Sinkhole , Blight , Cavalier of Flame , etc, so you should probably include some dual lands in place of basic lands (like Blackcleave Cliffs , Blood Crypt , Bloodstained Mire )
4 weeks ago
The Bloom combo is a perfect fit for this deck thematically and functionally. It absolutely is something you should consider adding in.
The Bloom combo functions in a simple enough manner. With 3 Islands, Squandered Resources , and Crucible of Worlds in play, Summer Bloom , Mystic Sanctuary and Waterlogged Grove (or similar horizon land) available to be played in hand (or already on the board), and an available you're set up. Use the to cast Summer Bloom to net three additional land drops. Play Mystic Sanctuary, using it's triggered ability to put Summer Bloom back on top of the library. Play Waterlogged Grove. Play any other land that can produce green mana (including those already in play by first sacrificing it to Squandered Resources for mana). Tap the Mystic Sanctuary for , sacrifice it for , tap the other land for mana, sacrifice it for any color of mana it can produce. Use to sacrifice Waterlogged Grove for it's ability to draw a card and draw Summer Bloom from the top of the deck. There is now remaining to cast Summer Bloom as well as one left over mana of any color that the third land could produce. Repeat this loop for infinite mana.
This loop can also generate infinite draw. Every third iteration of the loop can be used to play Waterlogged Grove, use the from the Sanctuary to draw Bloom off the top, then replay Waterlogged Grove and use the second mana from sacrificing Sanctuary to draw the next card of the library.
Alternatively, the loop can also be used to restock the library with relevant instants and sorceries. Every third iteration of the loop can be used to play Mystic Sanctuary to put any instant or sorcery on top of the deck, then tap the Sanctuary for mana and sacrifice it for mana before playing it again from the graveyard to put Summer Bloom back on top of the library. The third additional land play can then be used to play Waterlogged Grove, sacrificing it to draw Bloom off the top.
With Noxious Revival these loops can be used to return every card in the graveyard to the library. First generate infinite mana, next generate infinite land drops by only using two land drops per loop iteration to play Mystic Sanctuary and Waterlogged Grove to reset, redraw, and replay Summer Bloom. Then cast Noxious Revival on any target in the graveyard to put it on top of the library, play Mystic Sanctuary to put Noxious Revival on top, play Waterlogged Grove, then sacrifice Mystic Sanctuary for mana and Waterlogged Grove to draw the Noxious Revival. Repeat this portion of the loop until all cards are returned from the graveyard to the library.
Since you'll already be using all of these pieces aside from Summer Bloom any ways in an effective land value matters themed deck the opportunity cost is essentially non-existent to include the cherry on top.
1 month ago
Ah, my favorite color. Not coincidentally, my wife hates it. I love ramp, I love the utility, the pervasive value, and I even like the shortcomings because I feel they're sporting. I have three mono-Green decks. My oldest deck is a Green deck. I have been watching Green so closely as each set comes out that I didn't even need to research the legends available in order to write this.
But enough squeeing about my preferences (for now). Let's talk turkey. Picking a best color is highly subjective: while I'd like to say that all five colors are equal in strength, it can't be said honestly. Black has the tutors and thematic viciousness to fight for the top. Blue's strength in control and draw make its long-debated position as most competitive highly secure. White and Red are solidly trailing the others. Where does this leave Green?
Green has a unique capacity to destroy (or fight) anything, but not all the thing: Beast Within and Acidic Slime are great, but unless you're an enchantment, artifact, or bird, then you don't need to concern yourself with Green boardwipes. The utterly absurd advantage that comes of Green's affinity for ramp is often shattering. However, all arguments for Green's strength are undercut by an unfortunate fact: if you can't smash face in the combat phase, you can't usually win. Helix Pinnacle . Epic Struggle . Against these two cards and the odd sorcery referencing some sort of windy calamity, the other colors have actual themes: Black has vampirism, Blue has milling, and Red has burn. Even White has a small but potent spread of alternate wins, generally tied to life totals.
However: a jack of all trades is a master of none, but ofttimes better than a master of one. Let's consider whether Green is a specialist or a generalist: Blue has control and draw, but Green has a fine well of draw effects to pull from, a true wealth of hexproof and... and whatever keyword they'll eventually assign to "can't be countered." The sheer scope of creatures with game-changing effects that Green can tutor, while comprehensive, isn't quite the same as tutoring anything (shut up, Black). That said, a well-placed Tooth and Nail can win the game just as readily. Green can't burn players but can fight any creature and Terastodon any party of super-friends. No, Green isn't a powerhouse on the stack or outside the combat phase, but the raw versatility of Green isn't something the other colors can readily match.
Personally, I can't comfortably argue that Green is the most competitive mono-color in commander. However, I will argue that it's the most generally capable, and like all the colors a powerhouse in the right hands. Whether my hands are the right ones isn't the question: Green is the color I'm most comfortable with, the color I feel most capable with, and my answer to the most important question in any game: "What are you happiest playing?"
Today, we discuss three most prevalent trends in Green. Chonks: the biggest beasts on the battlefield. Ramp: mana for days. Land: all the land (bear with me, I know those last two are rather close). As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders.
There are a lot of ways to make creatures threatening. Artifacts like Coat of Arms or Argentum Armor , auras like Green's own Blanchwood Armor , and everything in between. Green has another approach as well, tending toward, rather than making creatures threatening, instead making threatening creatures. Just look at the Primordial Hydra (or pretty much any hydra). Other colors have their own fatties, to be sure, but until the Eldrazi came Green's only real rival for the Bigger-is-Better Belt was Blue's theme of large, typically overpriced fish (Colossi also bear mentioning). Colored kaiju tend to come with additional costs beyond mana once they reach a certain size, examples being Death's Shadow or Jokulmorder . The only cost Green generally asks is mana, and frequently at a discount. Hehehehe...
Sometimes you just need a hulk, and at a trampling 12/12 Ghatla is the hulkest legend there is, provided you don’t go poking around the Blind Eternities for plane-eating spaghetti monsters. Like a certain strange woman lying in a pond, you might never have to pay full price for this general. That is a great, beautiful, thundering apex predator of a wonderful thing.
I love Selvala, but do her grievous wrong: I rarely remember the card draw because of all that sweet, sweet mana. In justice, this magnificent beast would be cozy in the ramp section, but filling your hand by dropping one chungus after another, then getting what’s likely a full refund on the mana? That’s what I call incentive! I'd consider her for a commander any day, except... well, we're coming to that.
The original mama-bear brings a fine pair of goodies to the table: a discount for your hefties and overrun-lite on the charge for such big boys, ensuring they heft even more heftily. Arm & Hammer owe her an endorsement deal. Hefty!
Anyone with a pile of rocks can manage fast mana. Black and Red both have decent options. Green, though, has been the ramp champ for time immemorial. Since mana burn is a thankfully dusty memory, you can flood that pool to your heart's content without the risk of accidentally frying yourself. Whether your taste runs toward slamming lands down with Cultivate effects, boosting the output of those lands with Mana Reflection , or tapping dorks like Priest of Titania , glorious excesses of mana can be yours!
Readers may recall I mentioned an Ashling deck with 99 mountains in the red article. Sometime after seeing it, I noticed a copy of Sasaya in my collection. 64 lands and a handful of mana dumps later, I had a deck that either died quietly or detonated into splendid, jaw-achingly excessive victory (seriously, it’s always one or the other). Wakeroot Elemental , Helix Pinnacle , and Sprouting Vines are just a few of the fabulously facetious options available to this, my favorite kamigawan commander. Nothing will be the same after your first opponent gets smacked in the face with Killer Bees for absurdly lethal damage. I have this deck built, and adore it. However, my favorite, to which we are by degrees coming, is not Sasaya.
I miss Rofellos, but since he’s banned we might as well talk elves somewhere in here. Boy howdy are there a lot of good elves: the tribal synergy in ramp alone is good enough that they get played where other decks would play rocks, and there’s more than that up their pointy-eared sleeves. Rewarding oneself for playing elf-ball with the mana to make said ball bigger is just good sense. However, slapping something like Strata Scythe on her will get some fine results too. Enjoy that general damage, or the effects of Umbral Mantle . And, if general damage isn't your thing but elfball is, pour all that mana into Ezuri, Renegade Leader .
It's the simple things in life you treasure, and Azusa is nothing if not simple. There many ways to ramp, but doing so in the true green style means dropping lands faster than your opponents. Fill your hand, empty your hand, repeat. The raw advantage that Azusa represents is incredibly intimidating. Just be sure to bring a Horn of Greed so you don't run out of steam.
I acknowledge that this is somewhat under the "Ramp" umbrella. Again, bear with me. If you check the phrase "Search your Library" on Gatherer, Green has more cards than any two other colors combined, the catch being that most of those cards tutor basic land. If you consider a color's tutor strengths as thematic commentary (shut UP, Black), this suggests that Green has a lot to say on the matter of land. Whether tutoring, untapping, or animating and wrecking face a la mana base, no other color is as tied to the land as is Green. Just think on the implications of, say, Life and Limb and the aforementioned Coat of Arms (or any boardwipe, especially if Yavimaya, Cradle of Growth is out).
What's the opposite of a conniption? Whatever that is, I had one when they printed this glorious godsend to all green combo players. The sequoia-sized middle finger Ashaya sends to Cyclonic Rift is only the beginning. Consider that Kamahl, Heart of Krosa becomes Keywords-on-a-Stick with our girl out. Consider that anything which untaps lands now untaps your mana dorks too. Consider that Argothian Elder UNTAPS ITSELF. The only reason Ashaya isn't heading one of my Green decks is because, degenerate as she is, she doesn't have Partner, turn into a broke-ass enchantment, or... we're coming to that. Nearly there.
"Screw your boardwipes" about sums it up. Both Khamals can animate lands and buff them, but this one's wording is much, much meaner if you've got to teach some trigger-happy nuker a lesson.
One of my favorite Green cards is Constant Mists . There are enough other sacrifice effects in Green, as well as lands that drop themselves, that Titania can become a real menace in short order. Bring Glacial Chasm , a few effects like the Oracle of Mul Daya , and the all-important Crucible of Worlds . Trust me. It works. There's a guy in the local playgroup who does this with a most politely evil smile.
And, for my personal favorite:
Ok, is anyone who's made it this far actually surprised? Omnath is all that is Green, and I've been gleefully running this stompy monstrosity for over a decade. Who needs Voltron when you can simply turn on a glorious green engine of mana, throw out some trample (I prefer Nylea, God of the Hunt , and turn an opponent into so much paste? Don't feel like attacking? Save it for next turn! The banking mechanic alone would be enough: an early Vorinclex, Voice of Hunger is the best you can hope for if you're silly enough to let Omnath sit on unspent mana for even a turn. That he gets bigger with each mana in the pool is just a treat. A vicious, opponent-killing, delicious treat.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Azorius!
1 month ago
Well, Selesnya Sanctuary might bounce a land, but it taps for 2, so next turn you not only have less lands out, you have the same mana (and have some fixing), and you definitely have another land in hand if you need to play a big drop later. If you use Karoo lands, you lose the land, but you aren't down any mana. As for Ohran, I was thinking a singleton as a finisher, as it can both draw lots of cards and clear out blockers, both things you probably want. I'm trying to think of some good card draw options that fit in here, white has nothing I can think of that fits, and green tends to need a big creature out, or lots of creatures.
Rebuff vs Mana Tithe is a decent question, but I think the two serve different purposes. Mana Tithe mostly hits efficient plays, and removal plays tend to be cheap and leave mana to pay it. Mana Tithe becomes dead quickly most games though, while Rebuff can stay relevant.
I can explain some of what Knight of the Reliquary can do for you. It excels in a deck that runs lands that are high value, up to Gaea's Cradle type stuff, but there are many great lands out there that can take over the game that aren't $1k. It can easily fix you with a The World Tree , and all the while it keeps growing. You might also want some landfall payoffs like Felidar Retreat or Retreat to Kazandu , there are tons out there. If you fetch out a Sanctuary, note it will still bounce a land, and thus Reliquary can set up Knight of the White Orchid to fetch a land for you and actually get you ahead on mana, and that fetched Plains can then be sacrificed for a better land later. If you can bounce, flicker or otherwise repeat the Knight, you might actually end up pretty far ahead, as long as you expect your opponents to hit their land drops. You can also find lands that make creatures with Reliquary, or go big with Dark Depths as a finisher, it's an extremely versatile card, and has big synergies with a ton of stuff like Crucible of Worlds to generate big mana enabling quick wins. Even without leaning too hard into it's traditional uses, just using it as a Knight it seems like a good card, and I feel like you need more creatures in here anyways.
If you keep Knight of the White Orchid I would remove the ramp spells for Reliquaries, I think you have enough lands to hit 3 mana safely.
Hope some of this was helpful!
1 month ago
Nice!!! I have a similar deck that turns lands into artifacts. Its Inferno Titan's Jinxed Artifact Collection I like the turn 4 splinter you got going on. I'm wondering if blue could be splashed for Mindlock Orb and Crucible of Worlds with Field of Ruin or Ghost Quarter