Gravecrawler

Gravecrawler

Creature — Zombie

This can't block.

You may cast this from your graveyard as long as you control a Zombie.

Browse Alters

Trade

Have (4) open3bet , Azdranax , sepheroth119 , jecder
Want (2) Guistruction321 , CritPower

Combos Browse all

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
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Gravecrawler Discussion

multimedia on Chainer Nightmare Reanimator

3 days 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.

wallisface on CK - $15 Zombie Apocalypse

1 week ago

Orc_BigBoss125 the following list should do you well as a decent aggro dimir zombie list within your budget

Going up one tier in budget, the next thing would be to make room for 4x Gravecrawler.

DreadKhan on sacrifice

1 week ago

Ohran Frostfang and Toski, Bearer of Secrets offer you some repeatable card draw for doing what you want to be doing. Frostfang's Deathtouch is really handy earlier game, draw is always handy. Midnight Reaper and Grim Haruspex are also good, but might be too many payoffs if you don't need the card draw. Blossoming Bogbeast and Thunderfoot Baloth are good ways to get Trample and a buff, handy especially if you've got deathtouch, 1 damage kills then. If you run enough Trample effects, you could also consider Saryth, the Viper's Fang or Bow of Nylea, as there are more good trample providers, some budget some not.

Over Diabolic Tutor, you could run cards like Jarad's Orders and Final Parting, or even Buried Alive to find Gravecrawler and a sac outlet, or Haakon, Stromgald Scourge and a 1 drop knight to generate a ton of death triggers, Universal Automaton is infinite mana with Ashnod's Altar I guess. Haakon always has to end up in the yard to work, but these are similar MV to Diabolic to maybe find a value engine. Gravecrawler loves Carrion Feeder or any other infinite sac outlet, but it also loves Pitiless Plunderer, at which point you can go infinite with this, making your army very tall. Haakon is more rugged than Gravecrawler, but is jankier. If you use Haakon, you can also try Liliana's Standard Bearer, both as a way to recover from a wipe and to draw cards via Haakon's recursion.

Over 'find a land when ___ dies', I would look at some options that let you sacrifice the creature for the land, such as Diligent Farmhand, which is always a source of a death trigger, even if you don't have an outlet out. Dawntreader Elk is also very good. Not saying Wood Elves are bad, but it's nice to have a death trigger attached. You might run more ramp period, any reason you don't run 1 drop mana like Birds of Paradise or Llanowar Elves, or even Elves of Deep Shadow to speed up your deck, getting to your Commander quicker is a big advantage in higher power games, especially with a powerful effect like your Commander.

Especially if you don't run more 1 or 2 MV permanents, you should look at Culling Ritual, that card is terrifying at higher power games, keep an eye out if people play a lot of 1 and 2 drops in your group to see if it will be relevant, but it can be very good.

Sarulf, Realm Eater is a crazy thing you could sneak in as a way to deal with an out of control opponent, your Commander can pump him with counters, and once he's big enough, he can clear the board completely (after you sacrifice stuff), so you can still use something like Living Death to put your dead creatures back into play, opponent's without a sac outlet have everything exiled. Sarulf will very quickly be big enough to clear the entire board, and he doesn't die when he does it, so it's back to your Commander and Sarulf vs the world, but if other players have used too many resources, they might not be prepared to come back. Maybe not a good choice if your area plays cards like Mindslaver a lot, but that's one of the biggest wipes around.

Props for using Mazirek!

Zarthalius on Zombie Self Mill for Training

2 weeks ago

I love zombie tribal! And, I searched for years on how to build a fun, aggressive, yet casual zombie token swarm deck in modern. My goal was to simulate a survival game where the waves of zombies get bigger each turn. I found that heavy self milling was very effective for speed and card advantage. But, it came at a cost. In games where too many support cards get milled and not enough key creatures, the deck loses its ability to recover.

I know this deck of yours is supposed to be budget and simple but I also saw your other zombie deck listed on tappedout. So, I assume you may be interested in an engine using cards you have in that other deck.

Here's the engine: By feeding Gravecrawler to Carrion Feeder, Diregraf Colossus can be triggered over... and over... and over...

Here's what the game might look like:

  • Opening hand will ideally have at least Carrion Feeder or Diregraf Colossus. This will allow the deck to be a little more persistent through the game. you're also looking for self mill to find Gravecrawler (or the other two) and the reanimate cards. Every reanimate card that gets milled effectively makes the game easier for the defender.
  • T1 - T3: land drop, self mill, find and cast engine pieces.
  • T4: start turning the engine generating 4 tapped 2/2 zombie tokens and a 5/5 Carrion Feeder.
  • T5: you'll have 4 untapped 2/2 zombies, 5 tapped 2/2 zombies, and a 10/10 Carrion Feeder.

More notes:

  • Diregraf Colossus can also quickly be a big creature in a self mill deck.
  • Gray Merchant of Asphodel is fantastic in mono-black for direct damage and life gain.
  • Planeswalkers make great distractions.
  • Zombie Lords are great for their buffs but can greatly distract from generating the swarm. Especially, if the lord is immediately removed, it can really slow you down.

Here's my deck for reference: Non-frightening Zombies are Lame Zombies

multimedia on Legends of Death [WIP]

1 month ago

Hey, you could bring some more consistency by playing some 4 ofs (4x of cards) of important Zombies you want to consistently cast early each game.

An example:

Having the same amount of Islands as Swamps could be problematic because you need black mana much more than blue mana to cast Zombies. 4x Tainted Isle and 4x Sunken Hollow replacing Islands would help. More dual lands replacing Islands would bring more consistency of drawing a black source while not reducing the amount of blue sources in the manabase. Sunken Hollow has interaction with both Drowned Catacomb and Tainted Isle because it's a Swamp.

Good luck with your deck.

K1ngMars on Help optimizing my Wilhelt Precon

1 month ago

I would definitely suggest you to include the recently printed Poppet Factory, as it allows Wilhelt, the Rotcleaver to generate a zombie every time you sacrifice a zombie, due to the fact that the Decayed ability gets overwritten. Besides, Gravecrawler too allows for infinite loops with Phyrexian Altar and a permanent dealing damage triggered by creature deaths, like Bastion of Remembrance.

To support the combo route, which could definitely help in keeping up your game, I would also suggest to add some tutors, to help you smooth out your hand and always find the right cards at the right time. Such cards could range from Lim-Dul's Vault to Scheming Symmetry or Demonic Tutor, mainly depending on your budget. Remember, tutors don't necessarily need to be 60 bucks to be good. They are always good.

Apart from that though, another proactive way to stop you opponents into their tracks is to simply use counterspells. Dimir offers some of the best control magic available, amongst which I'll recall: Counterspell, Countersquall, Arcane Denial, Wash Away, Disdainful Stroke... The choices are endless and should be suited to what are the main threats you wish to answer in your playgroup. Overall, 5 counterspells should be enough to step up your game a bit in terms of interaction, without making your deck a control-focused spellslinger deck.

As a last note, I'll link you the deck of one of my friends, which I've helped with in upgrading. It's a comboless Wilhelt with quite a strong presnece in games, hopefully it may be of some inspiration to you.


Undead Unleashed | Upgrade Precon copy

Commander / EDH emanem98

SCORE: 2 | 1 COMMENT | 60 VIEWS


MaxymuzGG on Help optimizing my Wilhelt Precon

1 month ago

Hello, I own a Wilhelt, the Rotcleaver precon, with some upgrades like Gravecrawler , Gray Merchant of Asphodel, Plague Belcher, Bastion of Remembrance and Noxious Ghoul.

I'm prob looking to make it mostly a combo deck but I'm not sure.

I normally play with another 3 friends that play Sigarda, Host of Herons that I can't deal with except with Noxious Ghoul, a full ramp/eldrazy enourmous monsters and extra turns and the 3rd one just bought the new spirit precon that just came out.

I really struggle being competitive with the first 2 players and I think that only by going for game winning combos I can deal with them.

Looking for new ideas or cards to exchange on my deck.

Thx u all

Kazierts on Oops, All 1 Drop Zombies

1 month ago

Have you ever heard of the Gravecrawler + Phyrexian Altar combo? You can sacrifice the crawler infinitely to the altar in order to grow Champion of the Perished or gain infinite life when Prism Ring is on the field. Also, since you can't really grow Nested Shambler, I'd suggest swapping it with Shambling Ghast from AFR.

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