Hedron Crab

Hedron Crab

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.

Latest Decks as Commander

Hedron Crab Discussion

Ammonzy on Deck of Defeated Dreams [Oloro, Ageless Ascetic]

1 week ago


Thanks, friend. Hedron Crab only targets a single player therefore it isn't efficient enough to make the cut. The space in the deck is already tight so Id prefer some sort of removal or card draw over single target mill

wallisface on Crab Crushers

3 weeks ago

Ok so it sounds like you want to build a mill deck. This is an archtype I know really well (competitive deck here)

For what you’re starting with (i’m not sure what your budget is so i’m guessing) I would suggest:

  • Modern is a fast format. It’s uncommon for a deck without ramp to run more than 4ish cards costing 4 mana, and usually nothing higher than this cost gets played. Lowering your mana curve will also let you run less lands (around 22-23)

  • if you’re planning to win by milling out the opponent, then ignore running any cards that don’t help you with your cause. Namely, this means probably just running Hedron Crab and Ruin Crab as creatures. The other creatures are quite slow and don’t particularly help you complete your plan.

  • as the cheaper option to Surgical Extraction, I would recommend running a playset of Extirpate in the mainboard. A big strength of Mill is being able to remove an opponents key-card they need to be able to perform optimally. Removing something important can often mean giving yourself an extra 2-3 turns, or just winning the game on the spot.

  • Get a playset of Field of Ruin into your landbase. It’s cheap, but it’s great for helping fix your colours, as well as triggering the crabs an additional time, and messing with your opponent.

  • I would recommend 3 playsets of “heavy milling” spells. You’ve already got Maddening Cacophony which is great, and i’d suggest getting the playset of that. After that, the most accessible cards are Fractured Sanity, Tasha's Hideous Laughter, and Glimpse the Unthinkable - so i’d suggest picking two of those spells to get playsets of also (or, in any case, just aim for 12 “heavy milling” spells total).

  • To keep you alive long enough to mill out the opponent, you’ll need some good board control. I see you have Murder, but this is very slow at 3cmc. I can recommend Crypt Incursion for giving you crazy amounts of life, and Drown in the Loch is great also. Outside of this, consider Fatal Push and/or Infernal Grasp as the best killspell options.

  • I you’re looking for cards to help you reach the 60, Thought Scour is great.

I hope this helps- not sure if this is the direction you want to take the deck, or if i’ve just veered off into some insane rambling :)

wallisface on Crab Crushers

3 weeks ago

some thoughts:

  • Your list looks really disconnected. Hedron Crab, Ruin Crab and Maddening Cacophony are all focused around milling the opponent out of cards, but all your other cards are trying to do something completely different. I think you need to try and bring some focus to your gameplan.

  • To add to the last point, it looks like you're trying to make a "Crab-tribal" deck, but none of your creatures actually benefit from being crabs (i.e., you have no cards that specifically make crabs better). I think it is a mistake to confine yourself to a specific tribe for no reason.

  • Some cards have strange abilities that don't help your deck. For example, you're running Salvage Scuttler, but you have no artifacts you'd want to bounce back to hand, so this card will hurt you more than help you. Aid the Fallen is also quite a strange choice, as there are no obvious creatures that need to be in play for the deck to function.

If you want some help improving this deck, let me know what kind of direction you're trying to go with it, and I can suggest some cards.

jacobpmesser on The Forbidden Forest

1 month ago

You know what's better than exiling your own stuff? Bringing it back. Not budget but add a few fetches, Renegade Rallier and Lurrus of the Dream-Den. Maybe some Unearth. Then, Archfiend's Vessel because a 5/5 flier on t2 is awesome. You could Persist Vessel and still get the 5/5. I play blue w/ Satyr Wayfinder (prob your best self-mill after Stitcher w/o going into blue for Hedron Crab) There's also Shriekhorn. No Fiend Artisan? And then, if you self-mill, Laboratory Maniac and (I play blue) Lazav, the Multifarious in case it gets milled. Sidisi, Brood Tyrant, Splinterfright, Nighthowler. Collector Ouphe for art gy hate. I think Desecrated Tomb is kind of useless without a good recur-engine.

RyuSama420 on milltesttesz

1 month ago

you have too many counter spells and not enough mill spells. mill isn't a control deck, it's meant to be fast like aggro. you don't want to waste turn 3 tapping out for Fraying Sanity or Sphinx's Tutelage. you're missing things like Glimpse the Unthinkable, Hedron Crab, fetch lands for the crabs (so you can get 2 triggers per turn) and the most important piece by far is Tasha's Hideous Laughter.

dylanischillinyt on Omnath, Locus of Creation

2 months ago

Ruin Crab is a cheaper and better alternative to Hedron Crab. Also Zuran Orb would be good here.

Carrot_cake on Mono Blue Mill

2 months ago

So... why isn't Ruin Crab in here? It's basically Hedron Crab with 1 more toughness and for a fraction of the price.

Caerwyn on Modern Dimir Mill & Dauthi …

2 months ago

Do you happen to have a deck list? I would be curious to see what you are using for your basis.

Right now, I think the best Modern mill deck you can run is 8-Crab. 4x Hedron Crab, 4x Ruin Crab, a bunch of fetch lands to enable your crabs, and then Drown, Visions, and some “burn” spells and some removal to finish off the deck.

I also know some folks who have been having decent success splashing into Green for a few copies ofAssassin's Trophy - since the deck should run a lot of fetches for your crabs, one can splash into green with one or two copies of Overgrown Tomb and no other green lands relatively easily.

I will also note there are a few cards which are traps - they look like they might be good for mill, but are not. Jace's Phantasm is one of those cards - you are not trying to hit their life total, so you don’t need an attacker. If you feel you need a blocker due to your meta, you’re better off with Ensnaring Bridge than a single 5/5 with flying.

Fraying Sanity is another card that gets tossed around a lot as a suggestion. Realistically, I don’t think Sanity does much for Mill - you want to focus on burning your opponent as quickly as possible, and Sanity comes down at the critical turn 3 point. It does no burn for turn (other than doubling what your crabs might have done), and usually is more of a “win more” card than a “this wins you games” card. By that I mean any game it helps you win, you likely could have won with something else in those card slots, but it doesn’t do much to let you win games you would otherwise lose.

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