Crumbling Vestige

Crumbling Vestige

Land

Crumbling Vestige enters the battlefield tapped.

When Crumbling Vestige enters the battlefield, add one mana of any colour to your mana pool.

: Add to your mana pool. ( represents colourless mana.)

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Crumbling Vestige Discussion

lagotripha on Modular explosion

3 months ago

Lands always need some tinkering - I like to think about it like this.

T1 you need green for hardened scales, no matter what. T2 you need white for creatures, most games Lategame you need red - your red creatures/spells can afford to wait as they are finishers.

This means green highest priority, white the next, then red/fixing splashed to turn on fling/shikari, finally utility lands.

The large number of colourless creatures means you can afford to have limited access to coloured mana, making things like Tendo Ice Bridge Crumbling Vestige or Aether Hub a little better than Mana Confluence type fixing. Which in turn makes filter lands less useful, but most of that just needs testing. I always end up with less utility lands than I want - you should be able to fit more with the colourless options.

RambIe on Blue players

7 months ago

Land for turn Crumbling Vestige
Allosaurus Shepherd hold priority
Elvish Spirit Guide into Mystic Repeal

I should have said realistic lock
Cuz these 7-8 card 30+ mana locks would never get assembled in a real game with out being awnsered
But i didnt put limits so ill save everyone the trouble and beat my self
Every permanent magic ever printed on the battlefield

TriusMalarky on Bant Landfall

1 year ago

Really curious what you guys think -- could Bant Landfall be good? Bant mostly for Fall of the Thran, which (with my brew) can easily be played on turn 4 with some luck. Also Zendikar's Roil and Risen Reef work really well together.

Time Wipe and Settle the Wreckage could be pretty good as alternatives to Fall, and Time Wipe even saves Reef(which is the one creature worth caring about).

Retreat to Emeria also has token generation and a built-in Overrun type effect.

Arboreal Grazer and Crumbling Vestige can create really explosive turn ones... If you draw perfectly(probably something like a 5% chance) you can land Roil on t2 and Fall on t3, locking your opponent out of a turn and giving you little to no downside.

Also graveyard hate is twice as good if you are running Fall.

TheNerdCheck on Chulane Combo

2 years ago

I really like some of the ideas :)

Added Intruder Alarm as it seems like a nice backup Aluren, even though it needs some more setup I also like the idea of Lotus Cobra , it's the same idea as Crumbling Vestige , just better.

Doesn't Curio also need Amulet of Vigor to go infinite, as Chulane put's the lands into play tapped? What am I missing here?

On Reservoir, it's a nice way to win when comboing but is a second wincon necessary? How often does Lab Man get exiled? If he get's milled/discard I can still Witness him back. And Lab Man can be put in with Aluren, which seems like a small upside when deciding between him and Reservoir

Kuubudaraa on New Look Titan (He's back and better then ever!)

2 years ago

Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!

Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.

Also good cards for this kind of deck:

Trinket Mage , utility for sideboard cards + extra Amulets

Walking Ballista , wincon/aggro deterrent

Hornet Queen , almost an auto-win vs. Midrange/Control

Ruric Thar, the Unbowed , against storm/spellslinger decks

Dragonlord Dromoka , anti-control/protects titan combo

Sigarda, Host of Herons , anti-control/midrange, impossible to remove

Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general

Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast

Explore , safer but less explosive than the tribe scouts, also cycles

Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan

Radiant Fountain , good against burn, bounce multiple times

Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions

Abrade , versatile answer

Gattison on U/G Eldrazi Pauper

2 years ago

Prey Upon or Rabid Bite are cheaper versions of Unnatural Aggression , but Ancient Animus is an instant-speed version. None of them exile upon resolution, but I don't know how much you're focusing on "ingesting/processing" with this deck. You might be better off replacing all the processing stuff with more basic eldrazi stuff. I've attempted several processor builds before (in pauper and in Standard) and it always seems very build-around-me to me, so I'd be interested in your thoughts on this. Does processing distract your deck at all?

Also, you have no way to generate currently, so Kozilek's Pathfinder cannot be activated. Try Crumbling Vestige in place of Evolving Wilds maybe? It generates a colored mana as you play it, and then colorless afterwards.

Finally, Giant Growth is a cheaper Titanic Growth which you may or may not need.

jordybear2002 on Drowning In Dragons

2 years ago

OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!

mtgApprentice21 on Umbral Shenanigans

3 years ago

Dude, throw out the Crumbling Vestige and put in Thespian's Stage. It'll let you copy other lands. You could accelerate your pump strategy or get a turn 2 Marit Lage if you get the right opening hand. It's just way more reliable in terms of utility.

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