Cryptic Caves

Cryptic Caves

Land

: Gain .

, , Sacrifice Cryptic Caves: Draw a card. Activate this ability only if you control five or more lands.

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Set Rarity
Core Set 2020 (M20) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Cryptic Caves Discussion

rdean14 on Card creation challenge

1 month ago

Impish Sprite

Creature - Faerie

Flying

When Impish Sprite dies it deals 1 damage to any random target.

1/1


I'd like to see an uncommon land.

not a mythic, rare, or legendary land.

For reference, there are five uncommon lands in standard:

taofuerza on Equenauts

3 months ago

I am trending away from global enchantments in favor of repeated life gain or creature generation in this batch of edits. I made sweeping edits in several categories:

  • Lands

Swapped out 8 Plains for Cryptic Caves, Desert of the True, Encroaching Wastes, Idyllic Grange, Karn's Bastion, Labyrinth of Skophos, Radiant Fountain and Secluded Steppe.

  • Defensive Auras

Upgraded Pious Interdiction to Recumbent Bliss (which would potentially provide many instances of life gain instead of 1) and dropped Bonds of Faith in favor of Gossamer Chains.

  • Offensive Auras

Upgraded Chosen by Heliod to Soaring Hope, Hope Against Hope to Spirit Mantle, Indomitable Will to Gift of Immortality and Ordeal of Heliod to Sunbond.

  • Sorceries

Upgraded from Blessed Reversal to Aetherflux Reservoir, Plea for Guidance to Silent Sentinel and added Pegasus Stampede for more ETB creature triggers.

  • Vanilla Creatures

Swapped out generic flyers (Armored Pegasus, Concordia Pegasus, Loyal Pegasus, Mistral Charger, Stormfront Pegasus, Wingsteed Rider) for ones with more ability or utility (Pegasus Charger, Plated Pegasus, Eiganjo Free-Riders).

  • Relevance

Bigger is not necessarily better so I opted to swap out Serra Avatar for Danitha Capashen, Paragon.

  • Defense and Removal

I swapped out Elspeth Conquers Death and Ghostly Prison in favor of Sacred Mesa and Monastery Mentor and Giant Killer for Frontline Medic.

  • Boost

I also replaced 3 boost effects (Commander's Insignia, Dictate of Heliod, Honor of the Pure) with 3 alternate win conditions (Test of Endurance, Felidar Sovereign, Archon of Redemption).

  • Life Gain

Replaced 3 less efficient or reliable life gain sources (Soldier of the Pantheon, Righteous Cause, Honden of Cleansing Fire) with better ones (Soul's Attendant, Auriok Champion, Pious Evangel / Wayward Disciple, Linden, the Steadfast Queen, Answered Prayers).

Amoskeag on Eldrazi Midrange

4 months ago

A few reasons I'm playing them.

Hangarback Walker is a solid creature that we can easily grow, casting on X = 1 is fine and 2 is average. When it dies we get the Thopters which pairs well with Tomb of the Spirit Dragon, especially wanted in any matchup with aggro decks and the blockers are great. It also can grow easy, you can block with it, activate it, try playing with it before you knock it!

Walking Ballista is always a good value creature, handy mana sink late game, can take out small things if needed.

When Ugin is in play they are free to cast for X = 1, with Mystic Forge they can be played off the top, and when Mystic Forge and Ugin are together in play the deck just goes onto the field, I'd say cut the Ballista if you don't have them, if you play with them dont go for massive amounts of counters from the cast, Hangarback is my preferred of the two in the deck, I'd put Spatial Contortion in place of Walking Ballista if your trying to play this asap.

In regards to the manabase try these:
- Blast Zone
- Sea Gate Wreckage
- Ruins of Oran-Rief
- Cryptic Caves

I'll post some different manabase and main ideas I'm working through them and if you want to see more I'll try to post it sooner :)

ShreddedByCrows on Surrakar tribal challenge

5 months ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

BreakthroughArtist on Heliod

6 months ago

I had typed, like, 5000 characters and the site crashed

The short version: This is a collection of midrange creatures with control permanents and sorceries. That's never good. Your cuts will come from committing to one plan or another.

But Cradle of Vitality and Sunbond always go. Come on, son - you have the only playable versions of those effects in your command zone already.


Reservoir aside, if your intent is to kill people manually, why are you playing so much symmetrical mass wipe? And then there's the halfhearted mana destruction line... I'm always here for it, and you should always be ready to remind people you have the cards and could do it, but your average cmc isn't less than 2 and you aren't playing a combo, so why is this package here?

Committing entirely into or out of the control plan is ultimately how you'll cut down to 99.

As things stand, this is most closely built to be played as a midrange deck. You just have so many creatures.

If you want to play this as a control deck, the tools are out there, but you'd ultimately be using enchantments and (as many colored) artifacts as possible to turn on devotion, and then heliod and your planeswalkers (and vehicles) would be able to get around your creature wipes.

Reflecting anyway in its current midrange form:

-treasure map: Your current list lacks the tools or even the curve to support this control tool. This could just be a Wayfarer's Bauble

-Hushbringer: Karlov can't be bothered to dance with it, and he only runs the soul sisters.

-Path to exile: Being in artifact/white, you can just run good cards. This should be a Dispatch if you aren't actually running path to ramp yourself. Don't forget your Ancient Den .

-Myriad Landscape is awful. This should be Inventors' Fair anyway. Or at least something should be - you're running too many lands as it is, even with armageddon.

-you're gonna nykthos off of 30 permanents? I think you meant to type Eidolon of Rhetoric

-mikaeus without an army of dice just isn't worth the space

-hedron archive has to tap several times before it's sacrificed for cards in order for it to have been worth the trouble - this shouldn't have made the cut before Commander's Sphere . you can play Cryptic Caves in the land line, too.

-thran dynamo isn't doing anything for you; you'd likely be better off with a gift of estates (and then an orescoes explorer, a boreas charger...) At this point, you could build like you have a Land Tax and go all in: Lotus Field , Lotus Vale , Karoo , Remote Farm ... and then you could justify that crucible of worlds.

you forgot Aven Mindcensor

Grubbernaut on Eldrazi Fun Times

7 months ago

I wouldn't run more than one Wastes unless you go in on Field of Ruin , there's just so many good utility lands. More Castle Locthwain , Field of Ruin , Cryptic Caves , Mutavault . I'd also go down some swamps for black painlands.

Cheers!

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