Creature — Crab
Landfall Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard.
|Have (2)||metalmagic , Forkbeard|
Printings View all
|Mystery Booster (MYS1)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
- Is gaea's blessing exiled due to hedron crab & ravenous trap
- Does landfall trigger for each card?
- Does an activated ability from a permanent still resolve if it is buried first?
- Can my opponent cast a spell after I play a creature and before I play a land on my first main phase? Or does he has to wait for me to give priority?
- Infinite Mana/Infinite Mill?
Latest Decks as Commander
Hedron Crab Discussion
4 days ago
These ones made it into my blue/black mill deck. They were pretty useful.
This one would have made it if it wasn't so expensive at the time.
1 week ago
But probably you're right to just cut them in favor of Basics :)
2 weeks ago
OmegaAura113: I'm using Hedron Crab only to mill myself, as a way to fill my GY for Breach and Vadrok! ;) But thank you for the +1, do you mind clicking the button again? I don't think it went through correctly haha.
2 weeks ago
- 1 from me, mutate commanders need more love!
2 weeks ago
I'd suggest Parcelbeast in place of one of your artifacts. Parcelbeast does count as draw, that sometimes also ramps, which fits in very nicely.
Also, mutating it onto Scute Swarm, and having Risen Reef on the field can vomit all the lands in your deck onto the field one at a time, and put the rest of it into your hand, if you get lucky enough on the first few procs of risen reef to get lands. And since it's just looking at the top card of your deck, you don't actually deck out (that turn). While not always practical to do, unless you either have mass haste, Hedron Crab, and/or Ruin Crab, which all give you a win, it's very funny to just go "oops, 3000 scute swarms"
Omnath, Locus of the Roil fits in perfectly with this deck, and works as draw, Deadeye Navigator lets you blink your commander over and over, which lets you draw several cards a turn potentially, and since omnath with count as a new creature coming into the field again, you can get all three of his triggers again.
Valakut Exploration is also a surprisingly good card. It effectively draws you cards for playing lands, and does damage to all your opponents for all the cards you didnt play.
2 weeks ago
Avenger of Zendikar (If you're going to spend big money for any card, make it this one!)
2 weeks ago
i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak
3 weeks ago
I'm saying play more 1-ofs that you can transmute for. Its the payoff for transmute; golden bullets.
When you need to look out sideboard cards List of Modern Sideboard Staples hasn't been updated in a couple years but still has most of the stuff, but you can also look at tournament lists to see what people are putting in.
Profane Memento,Cling to Dust, Stern Dismissal, Drown in the Loch, Echoing Truth. This could also help you find the power cards you are missing; stuff like Visions of Beyond or the Archive Trap/Scheming Symmetry interactions. Generally the most competitive version of the deck is just fetches and saying "Hedron Crab, save me!", but its been an expensive tier2 list for a long time; there are budget options for a lot of the slots.
If you need power without picking up a bankbreaking manabase, pick up visions and then think about tinkering with Sphinx's Tutelage type 'stick enchantments and draw cards', with spells like Remand to stay alive is fun; the main advantage of non-netdecks and rogue decks is unpredictability; play around with different plans.
Pick sideboard cards based on what your deck needs to do in the matchup; slowing down aggressive decks that want to race you and protecting your threats/putting down a difficult to remove threat against decks that are slower than you. Mostly it'll be specific 'this buys me a couple turns for my orbs to win the game' cards.
Look at why matchups don't feel good and think 'what cards in my hand would have needed to be other cards to win that match'. Sometimes the answer is 'play a different deck', but other times you realise that if a secretkeeper was an Echoing Truth to search for, you'd win.