
Crypt Ghast
Creature — Spirit
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Whenever you tap a swamp for mana, you may add to your mana pool (in addition to the mana the land produces).
Trade
Have (5) | LittleMy , orzhov_is_relatively_okay819 , bustinchops , Azdranax , sepheroth119 |
Want (4) | Jhiaxus , jw560211_magic , Venom1523 , Dralnah |
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks as Commander
Latest Decks
Crypt Ghast Discussion
clonalselection on
Spirit of the Night Demon tribal
3 weeks ago
Has this deck been in your rotation for 9 years? Awesome! I have my own love bug that just won't quit: The Red Terror: Akroma's Manifesto
Some tricks that might help:
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Geode Golem, Command Beacon, or Netherborn Altar could help get your commander onto the field faster (the latter two with things like Quicksilver Amulet).
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I rely on heavy mana rocks (Thran Dynamo & Gilded Lotus) for CMC-heavy decks; always nice when they stick!
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Similarly, Nirkana Revenant and Crypt Ghast seem to help with mono black ramp.
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Semblance Anvil can sometimes serve as a second Urza's Incubator if you can part with a demon from your hand.
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K'rrik, Son of Yawgmoth might be on theme, with cost reduction and lifelink.
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Big dumb pumpers Hedron Matrix, Hatred, Blackblade Reforged, and Commander's Plate make the commander threat outrageous. The latter also gives Spirit of the Night protection from all colors.
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Other than that, dirty mono black tricks like Imp's Mischief, Withering Boon, maybe Simulacrum always have a place!
DrukenReaps on Has anyone played with or …
1 month ago
I've not seen him played but I wouldn't build him with the expectation of being able to flip him consistently. You'll need to lose exactly 27 life and have that 6 mana available before one of your opponents knocks you out of the game. 13 damage is such an easy thing to do really. Even if they don't knock you out of the game they only have to push you off 13 life before your end step. That said there are some options for you that could really make the deck tick and allow you to get to that life total quickly.
Unspeakable Symbol, Soul Channeling, Phyrexian Processor, Infernal Contract, Plague of Vermin, Toxic Deluge, Hatred, Razaketh, the Foulblooded, Doom Whisperer, Wall of Blood, K'rrik, Son of Yawgmoth, Blood Celebrant, Vilis, Broker of Blood, Yawgmoth, Thran Physician, and Bolas's Citadel.
Some of these will just set you to 13 life, others will get you close. Things like Hatred I really like here because that could be knocking someone out of the game. Then flipping your commander and going right into drawing a bunch of cards. You'd need 11 mana to do that in 1 turn though so I'd also include black's big mana cards like Nirkana Revenant and Crypt Ghast. A number of these things are mana hungry to do in one turn. All in all I wouldn't say this is looking half bad. Some rather strong cards here at the core of your strategy.
Jack32226 on
Rot and Ruin (Muldrotha EDH)
2 months ago
Thanks for commenting, Lord_of_Cardboard!
This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.
As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.
The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:
Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.
Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.
To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.
Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.
- Mass Manipulation
- Gelatinous Genesis
- Mind Grind
- Hydra Broodmaster
- Other hydras (there's lots of them)
Removal:
- Plaguecrafter / Demon's Disciple
- Seal of Doom / Shriekmaw / Executioner's Capsule
- Night Incarnate
- Outland Liberator Flip
- Thrashing Brontodon
- Kenrith's Transformation / Frogify / Kasmina's Transmutation
- Vraska the Unseen / Ob Nixilis Reignited
- Sidisi's Faithful
Draw / Mill:
- Vessel of Nascency
- Satyr Wayfinder
- Tatyova, Benthic Druid
- Mirror-Mad Phantasm
- Dreamborn Muse
- River Kelpie
- Windfall
- Witching Well
- Courier's Capsule
- Omen of the Sea
- Fact or Fiction
- Forgotten Creation
- Kiora, Master of the Depths
Tutors:
Ramp:
- Springbloom Druid
- Burnished Hart
- Dawntreader Elk
- Fertilid
- Diligent Farmhand
- Kodama's Reach
- Wayfarer's Bauble
- Font of Fertility
- Omen of the Hunt
- Yavimaya Elder
- Kiora, the Crashing Wave
Control and other good stuff:
- Zur's Weirding
- Siren Stormtamer
- Drown in the Loch
- Elephant Grass
- Scribe of the Mindful
- Malakir Rebirth Flip
- Raven's Crime
- Malevolent Hermit Flip
- Energy Flux
- Other counterspells
If you have any other questions about budget options, let me know. I'm always happy to help!
Fullmetal2040 on
Death Dragon Infestation
2 months ago
well idk if you want to throw a combo into this but if you add a Trudge Garden you can sac a pest token using ashnod's altar and then with savra you would gain 2 life off her, you would then use the 2 mana off ashnod's to create a 4/4 green fungus beast token and then you sac that with ashnod's gaining 2 life off of savra allowing you in infinitely create 1 beast token. pair this up with dina soul steeper or your blood artist and everyone dies or you can pair this up with your doubling season to create infinite beast tokens. it's a 4 card combo that'll take a few turns to get going so i consider it pretty casual
i also recommend Culling the Weak, Crypt Ghast and Deadly Dispute
bomb_arie on
Umezawa's Demons
2 months ago
I like what you did with the Demon theme. Some good cards here that really are supporting the deck. I have a feeling that you are running a low count of cheap evasive creatures. These are really a must playing this commander and every mana counts if you want your deck to be competitive.
So cards like Gudul Lurker or Slither Blade playable for only and Tormented Soul for only are really worth a slot because they are sometimes better than Flying or Shadow.
And if you are running Crypt Ghast for ramp my advise is playing Nirkana Revenant as a back up. And speaking of back-ups, what I am going to add to my deck are cards like Vampire Charmseeker or Possessed Skaab can help to return your combo pieces form the graveyard when going infinite.
I'll keep an eye on your deck and see how it evolves.
ajensen6 on
Ebb and Flow (Seizan EDH)
3 months ago
Suggestions Punish people for playing spells: Painful Quandary,
Lifegain: Noticed you'll be paying lots of life for card draw and some other effects. Having a few ways to recoup the life might extend your mid-long game. Shadowspear, Whip of Erebos
Ramp: Crypt Ghast (will go in every black deck you make, worth the $10)
Graveyard Hate: Especially important in control decks where you'll be blowing up the board and wheeling people's hands. Leyline of the Void, Tymaret, Chosen from Death, Withered Wretch, Soul-Guide Lantern
Generic removal: Feed the Swarm, Oubliette If you want to be really mean: Infernal Darkness
AnonmousAxolotl on
Esper Ghostface
3 months ago
Really cool deck idea! There are a few cards you might want to think about, namely Katilda, Dawnhart Martyr Flip, Mausoleum Wanderer, and Rattlechains. Crypt Ghast is amazing, but only if you add in Urborg, Tomb of Yawgmoth.
multimedia on
Chainer Nightmare Reanimator
3 months ago
Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.
Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.
Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.
Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.
Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.
Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.
Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.
Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.
If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.
Good luck with your deck.