Mana Crypt

Mana Crypt

Artifact

At the beginning of your upkeep, flip a coin. If you lose the flip, mana crypt deals 3 damage to you.

: Gain .

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Mana Crypt occurrence in decks from the last year

Latest Decks as Commander

Mana Crypt Discussion

Monomanamaniac on Equipping Godhood

2 days ago

I see the deck doesn't look much like it did before. 2.4 advantage cmc is definitely decent. I would like to start by saying I'm really glad to see some staple tutors in your list, i know you were initially against them but a little consistency in your 99 card deck doesn't hurt. So I noticed you don't run any mana rocks, which i think is a bit of a mistake. Mana rocks help you power up by getting with equip costs when you don't have a better way of getting them onto your commander automatically. Sol Ring , Talisman of Conviction , Boros Signet , Mind Stone and especially Thought Vessel would be good includes to make sure you're able to ramp those equipment onto your commander. On that note Danitha Capashen, Paragon while not as good as stoneforge or puresteel, is very decent at reducing those pesky equip costs. Also, Spirit Mantle is unblockable and lets you draw a card. Other than that you may want to think about removal: Swords to Plowshares , Path to Exile , Generous Gift , and/or Chaos Warp are good answers. I'd also think about utilizing Sunforger because it can fetch any if your answer cards. I know most of these suggestions aren't really the "fun" cards to run, but it'll keep you in the game more often than not and help you stop your opponents from going off via combo kill.

I'd cut trusty retriever because if you need either of those effects then there's lower cmc cards that you could do that with. Blood mist good card, but it's not an aura or an equipment so even though it's a neat effect I wouldn't run it. Metalworker probably does pretty decent with all your card draw, but it's giving away a lot of information for a deck that's trying to win through combat. Sculpting steel, I've never really liked how this card ends up working, our not working in most cases lol. Thespian's stage, you're going to spend too much time and resources on it getting it set up for the pay off to be good enough. Spectral steel doesn't give enough of a boost and the graveyard ability it's really worth it either. Idyllic tutor I can appreciate the fact that you're running tutors, but you're leaning into the equipments and only running the cream of the crop of auras... So spending 3 mana to search for an enchantment isn't ideal. Kor cartographer is too much mana to only get 1 plains, if you really want that effect you could get Solemn Simulacrum so that you could search for a mountain if you really need to. Encroaching wastes I'm not a fan of land destruction, especially eye for an eye types, especially if you have to pay 4 and lose a land to do it. Sword of body and mind good protections, but the 2/2 wolf is not great and the mill can be actively bad against graveyard decks, especially when you don't have graveyard hate. Knight of the white orchid i love this creature, but it's limited possible land fetch that doesn't do much else, I'd suggest Keeper of the Accord because it's repeatable. Disenchant I'd suggest running Heliod's Intervention because it's more flexible and can be used for life gain if needed.

Besides that it's looking sharp, you've got some serious power in this deck. I really like wyleth and i think it's a very fun and powerful deck. Wyleth is an engine and a win condition in one, which is very hard to find. Again, don't take my suggestions as criticisms, it's just what i would do if it were my deck (honestly I'd trade that metalworker for a Mana Crypt , Teferi's Protection , and a Smothering Tithe lol)

Mcat1999 on Blex, Relentless Pest

2 days ago

In testing, I find that playing an early Sol Ring , Golgari Signet or Arcane Signet often yield truly little benefit. The reason is that Sol Ring opens up colorless mana, and I need mana. As for each Signet, the real issue is that they fail to combo with Urborg, Tomb of Yawgmoth and Cabal Coffers . They also hold mana up in places where I should be spending it more effectively in later portions of the game. While several turns in and casting Search for Blex , I find myself often ditching all three of these artifacts. In terms of Mana Crypt , taking 3 damage off of that in addition to the loss of life from Search for Blex often puts me at an unhealthy life total. With these in mind, I am removing all four artifacts from my deck. As strange as that sounds, running an EDH deck with no Sol Ring or other such sources, those four slots are much better suited for other cards.

One card in particular that I find has extreme value in this deck is Lithoform Engine . All three modes are actually quite valuable. I can use the ability to actually copy Thrumming Stone , which is immense. I can also use to copy Search for Blex , allowing me to rummage the top 10 cards of my library for the cost of 5. I don't think I need to explain how powerful that is, either. As for , this one is a bit different. has very limited potential in this deck as most non-Rat permanents are legendary. However, I could theoretically copy Craterhoof Behemoth , which is vastly helpful if I am light on Relentless Rats at the time of casting. Otherwise, probably would not see use. However, one trick that can be employed is to copy Thrumming Stone , should it be in the process of being countered.

I will also be slotting out several Forest cards for more Swamp cards, as I find far too often I lack sufficient early on. The exact balance is to be determined as I want to ensure I have for my land-tutor spells. One land I will be placing in is Reliquary Tower as I find sometimes I must ditch valuable cards off of Search for Blex as I do not have sufficient room in my hand. These are all replacements of current card slots, not newly additional slots from removal of existing cards.

With Lithoform Engine slotting in, I have three more. Bloodbond March and Patriarch's Bidding , which allow me to recover my entire Relentless Rats base following a wrath effect.

Jarad, Golgari Lich Lord is being highly considered as an alternate wincon, as the Relentless Rats can quite easily reach +10/+10 in size. A single sacrifice sees each opponent losing 10 life. The unfortunate reality is that as more and more of the Relentless Rats are sacrificed, their P/T diminishes rapidly. However, what this also does is it gives me a means to take out opponents who I may not be able to readily attack, if for any reason. It also can not be prevented in terms of damage reduction or negation techniques. Finally, it too can be copied by Lithoform Engine for a mere . It also serves as a nuclear option, as it can be done in response to another action being taken against me, such as a wrath effect.

The last card open to consideration for removal is The Great Henge . It is in here because I should only ever need to pay for it, and it does immediately regain that back for me with the addition of 2 life. It also makes each of my Relentless Rats +1/+1 larger with their counter, and I get draw advantage off of it. The value is simply too immense to not remove, but should I find I need to remove it I have the card Balthor the Defiled slotted for the replacement as another means of mass-recursion.

Mcat1999 on Is Anyone Else Feeling Disappointed …

1 week ago

Of the currently 316 cards on Gatherer that mention Lifelink, 196 of them contain . Following this, 21 cards contain . 129 contain , a mere 16 contain and lastly 28 contain . Oh yes, and 19 contain as in artifacts and such.

This is derived from quickly searching the database for only the keyword Lifelink, then taking the total value and subtracting the amount remaining after removing as an option, for example. What this means is that is in second place for the ability with third place going to .

When considering mechanics, it is often a good idea to note what the primary color is and what the secondary colors are. Usually there is one primary and two secondary with the last two (or three, if including ) either being negligible or unfavorable in design.

Comparing Galazeth Prismari to Urza, Lord High Artificer , who has often been regarded as a cEDH Commander is also very unfair and misleading. It would be akin to saying Sol Ring is shit because it isn't as good as Mana Crypt . A more apt comparison would be to Saheeli, the Gifted .

As for Beledros Witherbloom , she's actually extremely powerful if you know how to build around her. Firstly, you are in the two best colors for ramp. Black has a long history of being able to draw mana out of other sources such as sacrificing or paying life and green is the single best ramp color in the game, in terms of how affluent it is. If you build her properly, you can obtain vast amounts of lands onto the battlefield extremely quickly. Cards such as Tempt with Discovery , Hour of Promise , Collective Voyage and Reshape the Earth are absolutely phenomenal with her. Furthermore you can add extra bang to your buck ala Rings of Brighthearth , Illusionist's Bracers and Lithoform Engine . On top of these, you have Doubling Cube , Mana Reflection , Vorinclex, Voice of Hunger , Dictate of Karametra and Nissa, Who Shakes the World .

If you want further abuse, because who doesn't like a big Dominatrix Draggo in their life, you have a very healthy plethora of Nissa Planeswalkers who untap your lands. They are Nissa of Shadowed Boughs , Nissa, Genesis Mage , Nissa, Vital Force and Nissa, Worldwaker . And if these aren't enough, slap down Liliana of the Dark Realms and tutor out Swamps until you get that sexy emblem.

If you're going this route, why not pack in The Chain Veil ? You're already going Superfriends and you're already abusing the copying of activated abilities, so copy Planeswalker activations while you're at it, and copy TCV's too.

What does this all get you? It gets you a Witherbloom that produces hundreds of mana, easily. Because remember, you can copy her ability. You may only be able to activate it once, but in reality you only need to activate it once.

Witherbloom isn't bad or terrible. She's specific.

Oh, and by the way, Omnath, Locus of Mana has the rules on Gatherer that you are able to retain this mana even during other player's turns. So what this means is you can untap all lands on your opponent's turn and float the into your next turn. So, there's that as well. Especially with Unwinding Clock , you are also now untapping your Doubling Cube and Lithoform Engine . While Lithoform Engine can not copy Doubling Cube , it certainly can copy everything else.

Again, Witherbloom is absolutely a God --- if you build her properly.

RNR_Gaming on Minotaurs are too slow

2 weeks ago

The beef battalion tribe definitely suffers from a lack of support. With jumpstart we got Sethron, Hurloon General who's probably the best option for tribal - honestly I'd wait a few more sets before trying to put it together. Haven't looked at the list yet but things like Mana Crypt , Mana Vault , Chrome Mox , and Jeweled Lotus are what I've been finding speed decks up the most. Alternatively, rituals like Dark Ritual , Seething Song and Desperate Ritual could help but they're all one shot - so, if you blow your load and get met with removal you'll be set way back.

Nerdytimesorwhatever on Dont Rush Me, Im a Breach (cEDH Draw Go Control)

2 weeks ago

There are a few wincons in this list, actually! Its a slow control build, moreover this is pretty close to my base list that I modify depending on meta.

Nexus of Fate Loops

Starting State Requires ETI + 12 mana to cast it:

Cast Enter the Infinite (-12 mana)

Cast Mana Crypt (+2 mana)

Cast Mana Vault (-1 mana, 4 mana overall)

Cast Sol Ring (-1 mana, 5 mana overall)

Cast Isochron Scepter imprinting Dramatic Reversal , and then activate it (-2, -2, 1 mana in pool)

You now have infinite mana (Colorless and useless if you did not play Chrome Mox or Mox Diamond)

Cast Nexus of Fate and pass turn to yourself. Enjoy your infinite turns!

Twister Loops

Cast Enter the Infinite (-12 mana)

Cast Mana Crypt (+2 mana)

Cast Mana Vault (-1 mana, 4 mana overall)

Cast Sol Ring (-1 mana, 5 mana overall)

Cast Sensei's Divining Top (-1 mana, 4 mana overall)

Cast Isochron Scepter imprinting Dramatic Reversal , and then activate it (-2, -2, 0 mana in pool)

You now have infinite mana (Colorless and useless if you did not play Chrome Mox or Mox Diamond)

Cast Hullbreacher and then Timetwister

Activate Isochron enough times to stack enough Sensei draw triggers to pick up your library

Now you're in a state where you can infinitely recast any spell in your deck, nobody else has cards in hand, and you can kinda do whatever. If you want to Reality Shift everyone's deck down to 0, you can.

Meta Packages

Cursed Totem & Crop Rot for Tabernacle are the wide anti-creature stax pieces. Rashmi can operate through a cursed totem, so if your meta is really green, its a good option that doesn't slow us down that much. Tabernacle is even crazier, it punishes dork/tymna decks and all kinds of commander dependant strats.

This list also leverages creature tutors and Collector Ouphe, but doesn't run Null Rod. We cant tutor Rod, it feeds dockside (though it makes the treasures inoperable), so I leaned harder into anti-artifact + anti-creature synergies. Cuz it means we can hate on every strategy in a meaninful way.

Even heavier anti-creature versions of my Rashmi list exist, notably "PolyNezahal", which has only Nezahal on board, leans into artifacts, and includes stuff like Oko and Narset to circumvent a lack of Hullbreacher.

Savage1988 on Perv”R”Us, the Fat Sling (EDH)

2 weeks ago

Saamok

The deck is built pretty budget - so i think several upgrades are possible. This is mostly in the ramp department though. For example Dockside Extortionist and Mana Crypt would both be good includes. Another card could be Deflecting Swat , though you don’t need it for your commander very often it can help protecting something important. The only payoff i’m sure i’d include if i had it is Fiendish Duo . Other than that i feel there’s a lot of options that come down to preference. (See also the maybeboard)

I considered Golden Guardian  Flip and Alena, Kessig Trapper . I did not end up trying them because the setup cost seems too high.

Guardian: needs another creature and 2 mana to fight before its effect goes off and the ramp is nice, but spending your turn making a 4/4 isn’t that great

Alena: is either 5 mana and hope she lives to then give you a lot of mana next turn, or sneak her in for 3, sneak something else in and then sneak 2 other things in.

Writing this i could be wrong about alena. She’s mana positive when sneaked (because purph gives haste she taps for RRRR immediately). And a sequence where you sneak her in in the endstep of the player to your right, use her to sneak something else, then untap with her and all your mana can be pretty strong.

If you end up trying her let me know how she works out

castor661

Awesome! And stay safe, i hear it’s all pretty bad right now in brazil. Any cool plays worth sharing?

plakjekaas on MDFC Sorcery in Strixhaven

2 weeks ago

cEDH is more of a mindset entering the game, than it is a deck definition. cEDH tables will assume every other deck is as powerful as possible, and do anything necessary to efficiently end the game in their favour as soon as it's able to. That's why by far the most interaction in cEDH is counterspell-like more than wrath- and doomblade-like. There's plenty of cheap, two card combos that can end a game, currently the most popular and efficient wincon is Thassa's Oracle + Demonic Consultation / Tainted Pact . Put the oracle trigger on the stack, exile your deck, let the trigger resolve, and win the game even if they remove the oracle. Creatures beating face is a slow, inefficient way to win the game, gathering 120 damage on opponents just takes longer than tutoring out two cards and playing them.

Casual, focused, and even optimized decks usually just want to "do the thing" envisioned in deckbuilding; play tribal, play a janky 5-card combo, voltron someone to death with all the equipment, proliferate all your planeswalkers and collect the emblems, etc; as many objectives as there's players probably. Everyone steps into the game to have a fun time, see their cards at work, enjoy the game as much as trying to win. This is where the social contract and the salty cards lists come in.

A deck that combos off at turn 2, or blowing up all lands to prevent your opponents from playing magic, being able to counter every spell, Windfall + Hullbreacher ... These things offer a different kind of fun, the fun to try and win, or at least dominate, the game at any cost. Like you'd do in Legacy. That's where Ramble's 60 card grind objections originate. If that's the plan you expect from all opponents, you'll adjust the interaction you include to combat those strategies, just like you'd adjust the number of boardwipes in your deck if everyone around you will play tribal creature decks.

For deckbuilding decisions, this basically means you're going to ask yourself for every card: "is this the best card I can play to help me end the game in my favour?". You'll never play a Worn Powerstone if you could play Mana Crypt . You won't include your pet card Archangel Avacyn  Flip just because it makes you think of the time you dominated fnm in 2016. Every card has a purpose, and is optimised for that purpose. Even on a budget, that should be your guidelines for building your deck.

MDFCs, however, are seldom best in slot. Their strength lies in never being worst in slot, because if one side is terrible, the other one can be useful enough so you don't topdeck something useless when you really need to hit action. Bala Ged Recovery  Flip is a bad Regrowth on one side, and a bad Forest on the other, but will never be dead in hand because of the versatility. cEDH decks are usually not looking for effects like this, because taplands are horrible for swift and efficient play, and actually playing Regrowth would save you the mana to actually cast that winning spell you're getting back from the graveyard. So Mcat1999 's presumption of: one or two could be good enough, but they usually won't make that much of a splash on the highest power levels, is probably accurate, at least for the MDFCs printed until now.

abby315 on Urza’s Pet Dragon

2 weeks ago

Some instant/sorcery possibilities for you: Acquire
Kefnet's Last Word since you can uniquely avoid the downside of not untapping your lands
Shrewd Negotiation
Expropriate
Blasphemous Act
Sea Gate Restoration  Flip
Blatant Thievery
Sublime Epiphany

You could also run take-extra-turn spells to pretty good effect, but that's up to you.

Here are some additional cards to consider that are good in a R/U artifact/Treasures deck: Hellkite Tyrant
Malcolm, Keen-Eyed Navigator
Shimmer Dragon

I might swap in "eggs" for artifacts rather than ones that need to go to the GY to draw you cards, since you want them on the field for your commander's ability:
Golden Egg
Guild Globe
Prophetic Prism

And some ideas for cuts, just based on being overall weaker cards:
Storm the Vault  Flip
Zahid, Djinn of the Lamp
Call the Skybreaker
Pull from Tomorrow
Spellbook
Urza's Bauble
Welding Jar
Mishra's Bauble
Magma Opus

Finally, and I hate to suggest it since it means more cuts, but I think you should eventually be at 35 or 36 lands even with all of the ramp. 33 is pretty low unless you're running the full Mana Vault / Mana Crypt etc. cEDH manabase. I hope this gives you a good place to start!

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