Crumbling Necropolis

Crumbling Necropolis

Land

Crumbling Necropolis enters the battlefield tapped.

: Gain , , or .

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Set Rarity
Mystery Booster (MYS1) Uncommon
Explorers of Ixalan (EO2) Uncommon
Commander 2017 (C17) Uncommon
Archenemy: Nicol Bolas (E01) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
Shards of Alara (ALA) Uncommon

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Crumbling Necropolis Discussion

Savage1988 on Bolas's Pro-Life Superfriends

2 weeks ago

TriusMalarky Awesome, thanks for thinking along! I like these nitty-gritty disussions.

Re: tapped lands suck

First off: My current tapped-count is at 6 (wilds, terramorphic, necro, path, vivid x 2) - I guess you could count 2 tango and 2 checklands for 0.5 tapland each, bringing our total to 8. With 37 lands I actually think the odds are pretty decent that I can run T1 tapland, T2 untapped land, enabling my 2cmc ramp spells and going from there. I'm therefore not sure this is all too bad, but a bit more in depth:

Crumbling Necropolis and Path of Ancestry provide all my 3 colors all the time, this is good enough to justify entering tapped.

The idea behind Vivid Creek and Vivid Marsh is that they're lands that function as 3c lands most of the time (especially during set-up), and with proliferation going all of the time. It's also possible to use them without removing counters if you're using them on ramp for example, so it's not like they always deplete. I agree the tapped clause is a real cost for something that's not guaranteed, and I could be convinced they're not as great as I think they are, but I think they'd do OK.

I agree Evolving Wilds and Terramorphic Expanse aren't the best. I have thought about replacing these with tapped duals, but those don't help out my tango / check lands. It's very possible regular basics are better here though.

Re: Saprazzan Skerry, Peat Bog and Sandstone Needle

Awesome suggestion. They're more powerful than the vivid cycle for sure and, don't get me wrong, providing 2 mana as a land is amazing but:

  • they're not basics

  • they come into play tapped

  • they don't fix my mana

  • they end up literal dead really quickly if i don't find a proliferation piece (not having played the deck, this concerns me the most)

I'm tempted to try them because when it works it's amazing, but I don't think they're a slam dunk except for when you're in magical christmas land. I need to think about the times when the deck's not firing on all cilinders more than when everything's already going great (i.e. i have time to proliferate). If it turns out that i easily proliferate all the time i'll add them asap.

Re: Ramp and artifacts

OK:

This gets me to 4 signets, 3 talismans, chalice, prism, sol ring, that's 10 ramp < 3cmc. Adding cornucopia and relic gives me 12 which should get me one in hand roughly 60% of the time (almost 90% if you count the free mulligan as 7 extra looks) - which is great. Looking at my curve most of my business happens at 4cmc, so getting there asap is key.

Hard disagree on Throne of Geth. Have you played with this card? (I haven't.) It seems I'll have some (maybe even a lot of) spare artifacts lying around, which makes this repeated, instant speed proliferation. Absolute worst-case you can sac it to itself. I'd even argue this is very efficient (and cheap), even though the resource cost for using it is different. It seems like a great thing to copy with something like Saheeli, Sublime Artificer too.

Lithoform Engine may be inefficient, but doubling proliferate triggers or god-forbid planeswalker ultimates is simply too spicy not to run. You could be right but if this isn't the home for this card I'd like to find out.

I have to agree on Solemn Simulacrum - it's too expensive for the deck and doesn't really do much other than provide generic value. I think I'll cut this for another walker, maybe I'll try Jace, Cunning Castaway for the memes.

Thanks again for you time, I look forward to your reply

multimedia on Here there be DRAGONS!

3 weeks ago

Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.

If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.

For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.

  • 6x Mountain
  • 5x Forest
  • 2x Swamp
  • 2x Island
  • 2x Plains

Other cards from the sideboard to consider adding main deck:

Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:

Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.

Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.

Good luck with your deck and at your game tomorrow/today.

MadWollf on Nicol Bolas

1 month ago

So you're supposed to still be running 40%, or around 40 land. Here's some EDH staples you can check out: Maze of Ith Command Tower Reliquary Tower Exotic Orchard Crumbling Necropolis Grixis Panorama Crosis's Catacombs And of course, Sol Ring is a must for any EDH deck.

fmastrome2008 on yarrow

2 months ago

Your mana base won't work here. Opulent Palace is the only one that's legal out of all your tapped tri-lands. You need to switch out Arcane Sanctum, Crumbling Necropolis, Nomad Outpost, Sandsteppe Citadel, and Seaside Citadel.

Also, with a curve at 4.00 and 28 lands, you're going to be mana screwed more often than not. This needs to increase to the 36-37 range for consistency.

zapyourtumor on Boss Bolas

2 months ago

Yeah, I'll just start on the manabase for now. It needs a lot of work. Gateway Plaza is absolute trash -- cut it. Crumbling Necropolis enters tapped but gives you the colors you need, and it's cheap. 3 color with mana costs as restrictive as Nicol Bolas, Dragon-God and Nicol Bolas are a serious pain in the ass with a budget -- to be honest I would just cut all four copies. If you want to keep them, you basically need to run fetchlands like Polluted Delta, shocks like Watery Grave, and filter lands like Sunken Ruins to get that .

I see you already have Sunken Hollow, the other battle land in your colors, Smoldering Marsh, shouldn't be too expensive. You can also try the cycle of reveal lands, Choked Estuary and Foreboding Ruins. You can also try the temple cycle, Temple of Deceit, Temple of Malice, and Temple of Epiphany. If you have to, you can also resort to the "enters tapped you gain 1 life" dual lands like Dismal Backwater.

multimedia on Dragonstorm Rainbow

3 months ago

Hey, nice version of Ur-Dragon except the Gates.

I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.

My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.


Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.

Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.


Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):

Good luck with your deck.

multimedia on RRRRRRRRRRRRRRR

4 months ago

Hey, nice budget version of Brass.

Cards a $1 or less each to consider adding:

Lands

Pirates

Repeatable Draw

Evasion

Command Tower is one of the best lands for multicolored decks in Commander and it's $1. Pirates have to do combat damage to a player to trigger Brass this makes Pirates who have flying/other evasion important because they can more easily attack and not be blocked thus do combat damage to a player. Wonder can give all your Pirates flying as long as it's in your graveyard and you control one Island. More Pirates with flying/other evasion makes Bident and Mission good repeatable draw since for each Pirate who does combat damage to a player you draw a card.


Cards to consider cutting:

  • Walk the Plank
  • Cancel
  • Heartless Pillage
  • Thaumatic Compass
  • Vance's Blasting Cannons
  • Dusk Legion Dreadnought
  • Lightning-Rig Crew
  • Storm Fleet Swashbuckler
  • Headstrong Brute
  • Rigging Runner
  • Storm Fleet Aerialist

Good luck with your deck.

Azeworai on Tetsuko's Calamity

4 months ago

I have a few notes here.

Crumbling Necropolis is a tap land, and, for a rather swift game plan of aggro, this is a large detriment. I'd recommend more basics in their place.

The curve is quite low, thence twenty-four lands is a little much. I'd cut 2-4 lands and try some removal. Unsummon, Terminate, Brazen Borrower, or Fatal Push could be better. Lightning Bolt would probably be best.

Unearth is a little odd here. Perhaps a mere two copies? It doesn't work well with this proactive gameplan.

Shadowmage Infiltrator is a late-game engine that allows this to sustain card draw, but is three mana and doesn't do much early. Try two copies.

Knight of the Ebon Legion could be fine. Pump it after blocks and the Calvalcade's attack trigger, hit for far more.

I'd put in Scorch Spitter. It seems to do well.

Tetsuko Umezawa, Fugitive is legendary and doesn't stack due to this. I'd go down to three.

Servant of Tymaret is useless. Do not run this. Put in some Gingerbrutes.

Thar it be. Good luck!

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