Keldon Necropolis

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Keldon Necropolis

Legendary Land

{T}: Add {1} to your mana pool.

{4}{Red}, {T}, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.

SynergyBuild on None

3 years ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

K1ngMars on Shrek Fottimadre Jones

5 years ago

Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.

Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:

Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):

Nella sezione terre ti consiglio:

Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern , che è stata ristampata da poco ed è scesa.

scumbling1 on Xantcha, Woke Agent

5 years ago

cdkime does make a good point that I hadn’t thought about. If you were running more ETB creatures, something like Erratic Portal could be considered.

You could also consider sacrifice effects on lands. I don’t know what your budget is, but Miren, the Moaning Well, High Market, Phyrexian Tower, and Keldon Necropolis are all out there. They might be easier to integrate into your list, as you have a lot you’re trying to fit in right now.

Brainstormer on Daretti, Artifact Boy

5 years ago

I would also like to see what other lands could fill the spot of the tron lands in this deck. I rarely if ever assemble tron and there are many other lands that I could play in this slot. Clear favorites include The Tabernacle at Pendrell Vale, Bazaar of Baghdad, and Mishra's Workshop, but I am looking for lands that aren't as expensive. Lands such as Lotus Vale, Barbarian Ring, Ghost Quarter, Mutavault, Spire of Industry, Balduvian Trading Post, Gemstone Caverns, and lands like Keldon Necropolis or Blighted Gorge are all replacement options. Anyone have experience running these lands in a more competitive environment and have any tips?

Geralf_Cecani on Sac lands

6 years ago

Thanks everyone for your input!

PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.

the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.

Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!

Ohthenoises... I have no idea what's going on there, but thanks anyway!

Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey  Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince  Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.

PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.

Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.

the_earl_0f_grey on Skycaptain Kari Zev, Captain of the Sky!

6 years ago

Due to the nature of the deck's orb play CMC is everything. Until Chandra I was avoiding mana costs over 3 or 4. As much as I love your Ragavan heavy style I rarely get the chance to set up catapults and siege weapons in advance and don't intend to outpace my opponents in terms of mana production and heavy costs. My red decks always intend to make my opponents play my game, as I won't win theirs. Although another look did give me some things I need to incorporate such as Keldon Necropolis, Madblind Mountain, and reconsider the Sword of Kaldra.

Next ones going in are most likely Hammer of Purphoros, Grafdigger's Cage , and Krark-Clan Ironworks.

PookandPie on Sac lands

6 years ago

There are only six lands that function as sac outlets that don't require multiple creatures on board, and those lands are:

High Market, Phyrexian Tower, Miren, the Moaning Well, Grim Backwoods, Keldon Necropolis, and Diamond Valley. Of those, only the first three and the last one are worth mentioning. If Miren is out of your price range, then lands that only require one creature to function as a sac outlet, in general, are out of your price range.

The only lands that copy other lands are Vesuva and Thespian's Stage. Your best bet to copy something like Maze's End would be to turn it into a creature and then use a variety of copying spells on it. A kicked Rite of Replication would speed along your plan pretty well I guess (assuming you have the 9 mana, that'd be 3 more Gates on field with 2 Mazes leftover. Kind of a waste of Rite, but you're aiming to be cute and quirky, here, I'm assuming). Nature's Revolt, among tons of other spells, would accomplish the land animating aspect. Kamahl, Fist of Krosa would also do it and hopefully not leave your land as open to board wipes or removal.

Iron_Cube on Sac lands

6 years ago

I also found Keldon Necropolis. You could also copy Child with Mirrorpool and sacrifice one to the legend rule. Westvale Abbey  Flip require more creatures, but you get a great, indestructible demon.

You do need to send the Child to the graveyard. Enchant it with Gift of Immortality if you want to lose your friends.

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