Mana Crypt

Mana Crypt

Artifact

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

: Gain .

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Legality

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

Latest Decks as Commander

Mana Crypt Discussion

RNR_Gaming on What Conversations do you not …

1 day ago

Scytec - I do like me some solicited validation. The "is my deck any good" or "what would you rate my deck" is basically the same as asking your partner if you look good - except you're asking a stranger that has little to no investment in you so they'll tell you how it really is.

New players genuinely asking for help is a good thing. semi-experienced players looking for validation is a bad thing.

Card quality has increased but no cards are doing the same job as Mana Crypt and Timetwister . Some are close but still 1-2 turns behind and aren't good value pieces at all points of the game. So, definitely agree that a 5 cannot go to a 9 maybe a strong 7.

While I agree they get the job done it's still hard to accept being a turn or 2 behind that 1k+ manabase. Gotta love proxies!

enpc on ugg i need help

2 days ago

Before I go on to card swaps, I think that having a measurable "Turn X - Y equates to power level Z" is a bit silly. I get what you're trying to achieve with it, but the concept is very two dimensional when deck building and piloting is is not.

As for actual card changes - if you want to make the deck faster then a more consistent mana base will be step one. Yes, that means fetches. You have stuff like Crucible of Worlds which is midrange tech, yet if the goal was for speed then this contradicts the gameplan.

On top of that, you're not running Demonic Tutor or Diabolic Intent . If we're talking no budget, Imperial Seal is another one worth a slot. Night's Whisper is good card draw too, as is Sign in Blood .

I would also look into cards like Mana Crypt , Mana Vault and Dark Ritual . Cheap ramp effects are your friend. Big mana accelerators like Nirkana Revenant are counter-productive here, they don't help in the early game which is where you're trying to win.

A few extra reanimation effects like Apprentice Necromancer and potentially Doomed Necromancer are both useful here, since most of your combos can be assembled as creature only.

azja on Yuriko (Optimized) Primer

3 days ago

Thank you kieferzilla! I appreciate it!

I'll start with the Forgotten Realms stuff first, then move on to the other cards:

Krydle of Baldur's Gate - Paying 2 mana for a creature that isn't a ninja and doesn't have any evasion isn't really where we want to be. His second ability is decent, but not nearly powerful enough to make the cut.

Silver Raven - It's no Faerie Seer , but it has some potential as an enabler. I definitely want to try it out, maybe in place of Tormented Soul since it can't be pitched to Force of Will and friends.

Grazilaxx, Illithid Scholar - This card is powerful as well, but I think it just misses the cut. Its abilities are only relevant when you have a couple enablers and ninjas on the battlefield already, so I worry about it being too "win-more" for my playgroup. I would probably include this card in a more casual meta though.

Alrund's Epiphany - Seems decent, but just not quite as good as the other extra turn spells out there. I don't think it's worth the extra mana (compared to Time Warp or Temporal Manipulation ) even if it does come with two 1/1's. I would like to test it out at some point though.

Diabolic Vision - Looking 5 cards deep for 2 mana is definitely no joke, but being a sorcery and not an instant really makes this card seem meh to me. If you want to use it as topdeck manipulation, you have to cast it on your precombat main phase instead of in response to Yuriko's combat damage trigger, which means it isn't too late for an opponent to remove Yuriko and save themselves some damage. You also can't hold up countermagic and use it on the player-to-your-left's endstep like Dig Through Time . I think it's a reasonable option if you don't have something like Sensei's Divining Top or Vampiric Tutor though.

Mana Crypt - In my experience, it helps way more than it hurts. Since you have 40 life to work with in commander, taking 9-12 damage throughout a game is pretty negligible when you're ahead by 2 mana every turn. It's by no means necessary to include in a Yuriko deck though, since we don't have a lot of ways to utilize colourless mana.

I hope that all makes sense, let me know if you have any more questions/suggestions!

kieferzilla on Yuriko (Optimized) Primer

3 days ago

Hey azja I love the list! I am lookin to build somethin' similar.

I was wondering if you had considered any of the new Forgotten Realms cards yet, and what you might swap for them? Notably Krydle of Baldur's Gate , Silver Raven , and Grazilaxx, Illithid Scholar

I also am looking for input on Alrund's Epiphany since it gives a flyer for ninjutsu and can be reduced in cost, sorta, with fortell.

One last card I had been looking at is Diabolic Vision to help with some top deck manipulation and maybe put a good ninja in your hand before attackin. Most of this stuff I've asked about could just be too slow for the deck but I was curious what you had to add!

Oh, and do you see Mana Crypt helping more than hurting usually? My playgroup could just run the game longer, we play a lot of removal and stuff, but it seems to outlast its welcome usually.

Thanks for any reply! :P

TypicalTimmy on Through the looking glass

1 week ago

DemonDragonJ, carlmoores, Riku is an extremely difficult Commander to build around, because he needs a lot of support to get going. Firstly, he's 5 mana in three colors. Unless you're willing to drop hundreds of dollars on the lands alone, there's a very good chance you won't get him out on turn 5 without excessive ramp. So you might think you want to build in Sol Ring , Mana Crypt , Arcane Signet , Gruul Signet , Simic Signet , Izzet Signet , Mind Stone and others. These work fine and all, but the problem is you end up taking away slots from creatures and I/S spells. Riku wants to be out and copying everything, ASAP.

Often, the "best" route are mana dorks. These will allow you to get some sort of creature base to protect yourself with, and ramp into Riku and his ability, and later on if you draw into them they are not duds because you can now copy your dorks for even more mana.

You can't copy an Arcane Signet , but you can copy a Birds of Paradise . But now you open yourself to removal, particularly wraths. So, you need to cram as many counter spells into the deck as possible.

What this now means is you have a bunch of dorks being protected by a fistful of counter spells. The reason you want to do this is because you are biding your time to drop a few choice bombs into play to secure the winning position.

Drop a Kamahl, Fist of Krosa and pay into his ability a bunch of times. Drop a Hornet Queen with Esix, Fractal Bloom already in play. Copy Hornet Queen and turn all of your tokens into copies of your Scourge of Valkas . You can also use Myr Battlesphere or Avenger of Zendikar for this. You can also use Terror of the Peaks , Apex Altisaur or Burning Sun's Avatar .

Consider the following:

  • You know you want to use Riku
  • But you know you need ramp
  • So you know a large portion of your deck must be dedicated to ramp
  • So ramp with creatures, so you can use Riku
  • Now you can chain Riku and dorks together to bring out heavy hitters much, much sooner
  • Focus on ETB effects to deal damage and clear the way
  • Strengthen with Clone reinforcements
  • You can clone your bombs, and copy your clones to clone more bombs
  • When the dust settles, you're the only one left with creatures. Attack and win

For I/S spells, focus on two things: Counter spells and draw spells. You want to counter any and all wraths, as you want your boardstate to remain untouched. You also want to prevent removal on Riku if possible. The second part is draw, because you want to keep as many options open as possible. Drawing a single card per turn with Riku is a death sentence because you'll run out of gas immediately.

Riku wins through sheer, unrelenting brute force. So be smart about it, use ETB non-combat damage to clear the path and use your overbearing power and presence to hone in on singular opponents at a time.

Sure, spreading the love and hitting everyone for 12 damage is nice and all, but hitting one player for 36 and removing an entire player as a threat is far more beneficial.

Riku may be the ultimate Timmy Commander, but he absolutely plays like a Spike - he's there to win, not hold hands and sing kumbaya.

ahthornev2 on Death & Taxes

1 week ago

Hey blessrain -- Walking Ballista is definitely at it's most fair in this deck but it serves a few cool use cases. It has a unique role in the deck where it can act like Umezawa's Jitte w/ counters and ping off some creatures or act as just a bear that can send a few points of damage at the opponent if it is about to be removed. In both cases it is pretty solid, mono-white can use the extra reach sometimes.

a) Tutor target for both Recruiter of the Guard and Ranger-Captain of Eos , and also Ranger of Eos that is in the maybe board. It's usually the best target for Ranger-Captain if the game is going to go long at all or I have some excess mana that I can feed into the Ballista the next turn. Would likely add Ranger of Eos if I was going into the Heliod combo just to maximize on ways to find Ballista.

b) Can help mana denial strategy. Pinging off x/1 creatures is really helpful when half of the payoffs in this deck involve removing the opponent's resources. Pinging their Noble Hierarch or Birds of Paradise leading into an Armageddon / Wasteland to choke out certain colours or an early 3 drop is exactly what we want to do to maximize our disruption.

c) Goes well with the fast mana draws, whether it is Mana Crypt or City of Traitors , Ancient Tomb , getting an early Ballista against creature decks is great for the reason described above, plus it can be a mana sink later while fitting the curve early.

I've been looking to add more +1/+1 counter synergy as well, both Anafenza, Kin-Tree Spirit and Luminarch Aspirant are underrated and there are a few other cards I have been looking at too. I think in a slower meta including the Heliod, Sun-Crowned combo is a very valid build, too. Heliod is just a little bit weak on his own but it is a good card to slam early off a fast mana start. Ballista is just a good enough card on its own that I have really embraced playing it in a deck like this!

LeonSpires on Kruphix Lands Matter *Primer*

1 week ago

AwesomeOctopus

Thank you for the compliment. I have had a lot of fun altering the cards. Right now things are busy for me. I hope I can get back to altering more of them soon.

Scytec

Yes if you were to make this list more competitive switch Counterspell for Mana Drain and Voidslime (although being able to counter an activated ability did win me a game one time) for Force of Will and cut a land to add Mana Crypt . Also if your meta is artifact heavy Collector Ouphe and Null Rod should find a place in this deck.

Uro, Titan of Nature's Wrath is run because he is repeatable card draw, life gain, and landfall. Which fits everything the deck is trying to do. He replaced Coiling Oracle which I think is a strict upgrade. As newer cards get printed he is something I would consider cutting if the newer cards synergize with the deck more then he does.

enpc on Expanding on a new format …

1 month ago

I have to agree with 1empyrean. It feels like there's just too many requirements and hoops to jump through. It's kind of like, "but on the third tuesday of every month, as long as you saw a dog on your drive to the LGS then clause five is exempt" kind of thing. there's also a lot of extra stuff that you have to track.

While I am a fan of multiple things in the CZ, it basically guarantees lazy deck building, since I can have a land, Sol Ring and Mana Crypt in every opening hand.

The benefit of the oathbreaker signature spell is that it's a pretty simple concept. Here you have a lot of extra cards you need to have, all of which need to match your colour identities. And depending on your colours, you might find the number of legendary lands available to you are a tad on the expensive side which can also then limit the player base.

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