Crumbling Necropolis

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
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

Combos Browse all

Crumbling Necropolis

Land

Crumbling Necropolis enters the battlefield tapped.

: Gain , , or .

Crumbling Necropolis Discussion

multimedia on Sliver EDH v1.0

2 weeks ago

Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?

Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.

The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.

If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.

Manabase changes to consider.

Add the Shock lands, cut the Vivid lands:

OR budget

Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.

Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.

Metia on Deck does not contain a lapdance *ding* Sliver EDH

3 weeks ago

Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:

Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:

  • Polluted Delta
  • Flooded Strand
  • Wooded Foothills
  • Bloodstained Mire
  • Arid Mesa
  • Marsh Flats
  • Scalding Tarn
  • Misty Rainforest
  • Verdant Catacombs


  • Options:

    There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.

    Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:


    Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
  • Kindred Dominance -> Woodland Cemetery
  • Coat of Arms -> The Immortal Sun
  • Intruder Alarm -> Dreamstone Hedron
  • Armageddon -> Hour of Promise
  • Fellwar Stone -> Mutavault
  • Arcane Sanctum -> Sulfur Falls
  • Crumbling Necropolis -> Clifftop Retreat
  • Savage Lands -> Isolated Chapel
  • Seaside Citadel -> Hinterland Harbor
  • Frontier Bivouac -> Rootbound Crag
  • Mystic Monastery -> Sunpetal Grove
  • Nomad Outpost -> Drowned Catacomb
  • Opulent Palace -> Glacial Fortress
  • Sandsteppe Citadel -> Dragonskull Summit
  • Exotic Orchard -> Reflecting Pool
  • Door of Destinies -> Vanquisher's Banner
  • Aphetto Dredging -> Icon of Ancestry
  • Amoeboid Changeling -> Unsettled Mariner



  • Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.

    multimedia on The Ur-Dragon's Dragons

    1 month ago

    Hey, there's definitely a lot of Dragons here, too many. Have you thought about the mana curve?

    There's only three two drops? Consider adding more early game ramp? Cards within the budget to consider adding:

    These suggestions are low mana cost ramp and tutors to get the better Dragons into your hand such as Utvara Hellkite .

    For the manabase consider adding some Tri lands replacing the ETB tapped Fetch lands?

    These types of Fetch lands are consistently going to get dual lands that will also ETB tapped which is really slow. Tri lands are also slow, but only delaying one turn and then they give you one color of three choices.


    Cards to consider cutting:

    • Bad River
    • Flood Plain
    • Grasslands
    • Mountain Valley
    • Rocky Tar Pit
    • Zendikar Resurgent
    • Chromium, the Mutable
    • Nicol Bolas
    • Dromoka, the Eternal
    • Dragonlord Kolaghan
    • Palladia-Mors, the Ruiner
    • Dragonlord Atarka
    • Sarkhan the Masterless
    • Prismatic Geoscope
    • Firemind Vessel

    Good luck with your deck.

    DemMeowsephs on Inalla the enabler

    1 month ago

    Hmmm, yes maybe some but not too many. If you can't get those lands, maybe add some more ramp. I would recommend replacing Darksteel Ingot with Arcane Signet , because it's one mana less for the same effect. I would definitely still add Crumbling Necropolis , because it is still alright and within budget. So are some of the other lands above but yes the Fetch lands and shock lands can be a bit much. I would also consider checking out EDHREC, it's an amazing site for EDH. They even have a section for you're commander, with good cards to put in the deck, if you don't already use it. (https://edhrec.com/commanders/inalla-archmage-ritualist) But nice idea!

    tenthdoctorfan on Taco Bolas

    2 months ago

    I don't play Oathbreaker but this is a pretty interesting control-y deck. I like the oathbreaker + spell combo. I don't get why spells that tap permanents are under win conditions. The biggest issue I see is the manabase. First of all I think there are way to many non-basic lands. Prison-y stuff will lock you to a few islands at best. I think you should have a few Swamps and a few Mountains. The cards I'd keep in the manabase are Command Tower , Crumbling Necropolis , and Forge of Heroes . Halimar Depths and Mortuary Mire aren't bad either. I don't think the gain 1 life lands or basic dual lands are too good. Dragonskull Summit and the other lands in that cycle that match your colors would be much better if you added in the basics. Shocklands and Fetchlands are also top tier manabase, but also pretty expensive and not necessary unless you proxy your decks. It's a good deck with or without a redone manabase just throwing those suggestions out there.

    Caerwyn on Kess, Dissident Mage cEDH WIP

    2 months ago

    You are going to run into a lot of problems if you try and run this list in a true cEDH environment. While you have a ton of cEDH staples, your deck also contains a number of less-optimized cards that you will likely never be able to cast in an ultra-competitive game.

    Crumbling Necropolis should get cut. Lands that enter the battlefield tapped without an additional effect are a death sentence in cEDH, where every single turn could be the last one.

    Temple of the False God should also get cut. It's a fine card in casual, slower metas, but it doesn't do all that much for you in the faster-paced cEDH (particularly if you're not in green and don't have land-ramp).

    I know some cEDH decks run as few as 28 lands, so you might not need replacements. IF you do, some good budget-friendly options are Tarnished Citadel (can always provide free mana, and provides some emergency colour-fixing at a fairly reasonable cost) and Cephalid Coliseum (mana at first, later in the game it draws cards and dumps cards into the graveyard for Kess).

    Dramatic Reversal is a fantastic card to run alongside Scepter, as the two can be used alongside your mana rocks for infinite mana.

    Cards like Windfall and Wheel of Fortune are disproportionately powerful in Kess, since they draw you a bunch of cards and you still have access to a bunch of the cards you discarded.

    I don't think Thousand-Year Storm , Metallurgic Summonings , or The Eldest Reborn have a high enough payout to justify their high mana costs. By the time you've generated that much mana, you should have some more exciting, game-winning things to be doing.

    Hope some of that helps!

    Chipichowa on C.S.I. (Collective Sliver Intelligence)

    3 months ago

    You might also like using the lair lands like Crosis's Catacombs they bounce a land but come in untapped and you can tap the land before you bounce it so they can sometimes be better than lands like Crumbling Necropolis

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    Crumbling Necropolis occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.07%

    UBR (Grixis): 1.8%