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
Oathbreaker Legal
Pioneer 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.

RiotRunner789 on All the combos

3 weeks 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

1 month 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

3 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!

austintayshus on

3 months ago

You're welcome!

Fetchlands are great with Maja as well like Evolving Wilds and Terramorphic Expanse and Windswept Heath.

And with cards like Ramunap Excavator or Crucible of Worlds, you can reuse those fetches!

SufferFromEDHD on Zirilan of the Claw Dragon Chompy Dragon Stompy

4 months ago

Good suggestion. I'm going to use Hanweir Battlements  Meld over Hall of the Bandit Lord even though I prefer Hall but it needs Urborg or Yavimaya to be functional.

Relying on Crucible of Worlds to "fix" Lotus Vale might be too narrow for a creature deck. You are absolutely right about Strip Mine target #1.

I'm embarrassed I missed Ruby Medallion in one of my mono colored decks.

I like your thinking with Humble Defector. Nice with Zedruu but not in my dragon machine gun combo.

Both planeswalkers are test spots. They were designed specifically for mono red dragons so I'm giving them a shot. Masterclass triggered ability is really neat. It has not been anything special so far in testing. Fireblood is always useful. Loot, ramp, or 20 power in dragons.

Thanks for stopping in with the profitable suggestions Profet93 This is one of my favorite decks because it perfectly showcases reds main tribe/speed/strength. I want this to be the fastest and strongest glass cannon possible!

JimboSliceJr on Infinite Wheels of Death

4 months ago

Profet93 and honestly I probably should have Crucible of Worlds, but I wanted to lean heavy on creature sacrifice and create as much synergy as possible with creatures dying. It probably should have a bit more variation, but I don’t want to take away from the efficiency.

God-Pharaoh's Statue is definitely not the most competitive card, but if you drop it turn 2-4 people will not be happy. Otherwise it’s just there to be an extra nuisance and for some reason I really like it.

Profet93 on Infinite Wheels of Death

5 months ago

JimboSliceJr

G-d pharaoh's statue seems kind of weak. Unless you face a lot of storm in the meta or can ramp into it, it isn't incredibly impactful. Have you thought of swapping it out for something else? Perhaps a Peer into the Abyss to go with Sheoldred? Or perhaps a Necropotence? A Reliquary Tower could keep your hand size for you, you definitely have enough flexibility in the mana base for it.

Speaking of mana base, perhaps a fetchland or 2 to instantly get witches cottage in play? Maybe even a Crucible of Worlds for some synergy with the fetches and your commander?

Skullclamp for draw?

Can you explain what your infinite combos are? All I see is chain of smog + professor.

ThassaUpYo@ssa on Chasm and Depths Protection

5 months ago

Nice list, khuyler! A couple of suggestions that may be helpful:

You have no way to remove The One Ring should you ever need to when it accumulates too many burden counters. It may make sense to run Chaos Warp, Deglamer, and/or Demand Answers to give you an out if you're in a bind with The Precious, but if you don't have a pressing issue with The One Ring these cards are also very useful on their own.

With all of the landfall and ramp including Scapeshift it could be beneficial to add Valakut, the Molten Pinnacle as well as some additional mountains like Blood Crypt & Stomping Ground (maybe run proxies of Badlands & Taiga). This would allow you to deal a massive amount of damage when Valakut, the Molten Pinnacle and a bunch of additional mountains come into play from Scapeshift, plus Valakut would enable additional landfall damage triggers whenever more mountain(s) ETB while it's out.

Overgrown Tomb and Bayou would be solid additions, too. Have you considered running any of the fetchlands?

Ignoble Hierarch is a great mana dork for Jund.

Crucible of Worlds and Zuran Orb synergize well with Lord Windgrace.

Harrow costs the same and is slightly better than Roiling Regrowth imo since the lands wouldn't enter tapped, though you could run both.

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