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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Crystalline Crawler
Artifact Creature — Construct
Converge — Crystalline Crawler enters the battlefield with a +1/+1 counter on it for each colour of mana spent to cast it.
Remove a +1/+1 counter from Crystalline Crawler: Add one mana of any colour.
: Put a +1/+1 counter on Crystalline Crawler.








GutterbonesMan on
Bristly Bill's Beat Down
2 weeks ago
Have you considered Crystalline Crawler? I have it in my own Bristly Bill deck that I’m linking below and it’s a key combo piece, let’s you go infinite mana after getting just 11 +1/+1 counters on the crawler
Bristly Bill - Spine Sower, Spine Reaper
Commander / EDH
SCORE: 19 | 10 COMMENTS | 1928 VIEWS | IN 3 FOLDERS
DemonDragonJ on Should I Keep Steelbane Hydra …
7 months ago
RiotRunner789, you said that you prefer Crystalline Crawler over Mindless Automaton, but, between Crystalline Crawler and Forgotten Ancient, which do you prefer?
DemonDragonJ on Should I Keep Steelbane Hydra …
7 months ago
I have a copy of Steelbane Hydra in my Marath, Will of the Wild *f-etch* EDH deck, but I am contemplating replacing it with either Crystalline Crawler or Mindless Automaton, since I feel that I already have sufficient artifact and enchantment destruction in that deck, whereas the other two creatures are far more universal in their utility.
What does everyone else say, about this subject? Should I replace Steelbane Hydra in my Marath deck, or keep it, there?
legendofa on Can These Cards Form an …
7 months ago
Can you please explain the process you're looking at?
I see something like this:
Setup: Crystalline Crawler and Marath, Will of the Wild each have three +1/+1 counters with Doubling Season in play.
-
Remove a counter from Crawler to add a mana, let's say . Crawler has two counters.
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Use that to activate Marath for X=1, choosing to put a +1/+1 counter on itself. Marath has two counters.
-
Season doubles the counter, so two +1/+1 counters are put on Marath. Crawler has two counters, Marath has four.
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Remove a counter from Crawler to add . Crawler has one counter.
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Use that to activate Marath for X=1, choosing to put a +1/+1 counter on Crawler. Marath has three counters.
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Season doubles the counter, so two +1/+1 counters are put on Crawler. Crawler has three counters, Marath has three.
So that just puts you back where you started.
Setup: Crystalline Crawler and Marath, Will of the Wild each have three +1/+1 counters with Doubling Season in play.
-
Remove a counter from Crawler to add . Crawler has two counters.
-
Use that to activate Marath for X=1, choosing to put a +1/+1 counter on Crawler. Marath has two counters.
-
Season doubles the counter, so two +1/+1 counters are put on Crawler. Crawler has four counters, Marath has two.
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Remove two counters from Crawler to add . Crawler has two counters.
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Use one of those to activate Marath for X=1, choosing to put a +1/+1 counter on itself. Marath has one counter.
-
Season doubles the counter, so two +1/+1 counters are put on Marath. Crawler has two counters, Marath has three.
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Use the other to activate Marath for X=1, choosing to put a +1/+1 counter on itself. Marath has two counters.
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Season doubles the counter, so two +1/+1 counters are put on Marath. Crawler has two counters, Marath has four.
So that just puts you back where you started, but you moved a counter from Crawler to Marath.
Setup: Crystalline Crawler and Marath, Will of the Wild each have three +1/+1 counters with Doubling Season in play.
-
Remove a counter from Crawler to add . Crawler has one counter.
-
Use that mana to activate Marath for X=2, choosing to put a +1/+1 counter on itself. Marath has two counters.
-
Season doubles the counters, so four +1/+1 counters are put on Marath. Crawler has one counter, Marath has six. Removing any more counters from Crawler would kill it, so the combo stops.
Setup: Crystalline Crawler and Marath, Will of the Wild each have three +1/+1 counters with Doubling Season in play.
-
Remove a counter from Crawler to add . Crawler has one counter.
-
Use that mana to activate Marath for X=2, choosing to put a +1/+1 counter on Crawler. Marath has one counter.
-
Season doubles the counters, so four +1/+1 counters are put on Crawler. Crawler has six counters, Marath has one. Removing any more counters from Marath would kill it, so the combo stops.
I'm not going to brute force any more numbers, but I don't see an obvious path to infinite mana. The most positive net effect I see using those three cards is shuffling counters back and forth between the two creatures.
DemonDragonJ on Can These Cards Form an …
7 months ago
If a player controls Doubling Season, Crystalline Crawler, and Marath, Will of the Wild *f-etch*, can they generate infinite mana, or will that not be possible?
AkaAkuma on
Reyhan and Ishai's Counterattack
1 year ago
Hello KibaAlpha!
It has been a while, and i hope you're doing well. Reyhan has gotten allot of new tools recently, any to be considered?
Kutzil, Malamet Exemplar can net you up to 3 cards each "uninterrupted" combat steps. Bristly Bill, Spine Sower can go infinite mana with Crystalline Crawler with some setup and Railway Brawler - while not completely within your +1 strategy - can pack a punch.
Almios on
Blessed Perfection [1.3/MOM] - Suggestions Wanted!
2 years ago
My suggestions are based on not spending an arm and a leg to make improvements but maybe a finger or toe.
At a quick glance the first comment I have is lands seem a little low. I personally lean towards 36 if the deck isn't mono colored.
I know they are a bit slower but I would suggest using the tri colored lands as you are already using fetches. These lands add some real good color fixing early on and if they do become dead in hand cycle them away. Spara's Headquarters, Zagoth Triome, Indatha Triome and Raffine's Tower. I would replace your lands that reference the opponent count to come in untapped.
A land that goes on theme is Mirrex since it can get you mites as the game drags on. A second land I recommend since your land base is so varied is Field of the Dead, the zombies can add up and are nice little chumps if need be.
With the above changes I would say Crucible of Worlds but if you find sometimes you struggle to have something to play Conduit of Worlds is an extra mana but has the ability to give you the chance to cast something when you might not have anything else to work with.
I would personally go full Praetor and run each variation if possible for the big flavor. The added benefit is each one of them is practically game warping, but be warned it can attract a lot of attention. The newest Vorinclex is probably the odd man out though since he only finds basic forests and Dominaria Sheoldred simply because of price. Added benefits of the new praetors is you can accelrate their saga. Realmbreaker, the Invasion Tree would then make a very nice inclusion if you go that way.
Cards to consider dumping for them from what I can at a first glance are Flesh-Eater Imp, Plague Stinger, Septic Rats and Slaughter Singer. I chose these because I don't feel once they hit the board they are something that people say "this needs to die".
Norn's Choirmaster is a recent card that gives your commander even more of a presence on the board.
On the sorcery since the only card that I don't like the look of is Nature's Lore, sure it is a cheap way to get you your colors especially if you have dual typed lands but if we are upping the land count I would switch it to a Skyshroud Claim since it can find you the same lands but untapped if the land can come in untapped for mana efficiency.
The biggest suggestion on the instant side would be to add Krosan Grip over Infectious Bite. Sure the bite is a form of removal and poison generation but I find having one of the best artifact/enchantment removals is the better option.
I understand the suggestion fromm KongMing as a strong one but I don't think it works the way he intended it Temporal Distortion does put counters on their lands but it removes ALL of them not just one so even if you proliferate it doesn't keep the lands tapped down longer unless you destroy your own enchantment.
Astral Cornucopia is nice with since you can keep building it but getting only one color out of it can be problematic at times. I suggest replacing with a Crystalline Crawler if you are find being a little off theme.
I would find a home for Chromatic Lantern, having one artifact to fix all of your mana problems is very nice especially when in more than two colors.
Overall there are a couple of other cards I would recommend to consider but unsure of an exact home without taking apart every step. Grafted Exoskeleton, Tainted Strike, if you go the praetor route Geth's Summons is a great reanimation spell of you have the corrupted. Yawgmoth's Vile Offering is also a very strong spell for reanimation and removal. Inexorable Tide should probably have a home somewhere, it is a bit high CMC but it gets the job done. As Foretold also helps a lot of mana problems, do keep in mind it can also be used off turns if you have instant speed spells.
king-saproling on
The King Has Returned.
2 years ago
You might like these: Pentad Prism, Everflowing Chalice, Astral Cornucopia, Empowered Autogenerator, Crystalline Crawler, Anointed Procession, Metallic Mimic, Teshar, Ancestor's Apostle
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