Tormod's Crypt


Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pauper EDH Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Oldschool 93/94 Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Magic 2015 (M15) Uncommon
Magic 2013 (M13) Uncommon
Time Spiral "Timeshifted" (TSB) Rare
Chronicles (CHR) Common
The Dark (DRK) Uncommon
Promo Set (000) Rare

Combos Browse all

Tormod's Crypt


, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.

Tormod's Crypt Discussion

rockleemyhero on Legacy Snakes

2 weeks ago

i don't think you have enough ways to survive against unfair decks in legacy, namely RB reanimator, post, storm, dredge, bomberman, etc. I would recommend Surgical Extraction (or faerie macabre if on a budget). If anything, relic isn't great in legacy and I'd swap it for Tormod's Crypt . I don't think force of vigor has a ton of targets in legacy that your deck specifically needs to hit, I'd replace them with force of negations. I think the new counter blue spell, Mystical Dispute could be a great consideration to fight fair blue decks. Your deck folds pretty hard to Plague Engineer so keep your eye out for those. You may want to consider copying some tech from legacy merfolk and adapting Chalice of the Void . Unfortunately its a nonbo for a bit of your deck but I think it outweighs the benefit of having a different axis to really hate out a lot of legacy decks. It may be a good consideration for the sb. Best of luck!

Joe_Ken_ on Yennet Mill "A little off the top"

3 weeks ago

Psychic Surgery is a good card to pretty much stop your opponents from using tutors.

You may want to include some anti graveyard stuff just to not be fueling any graveyard deck you go up against. Tormod's Crypt , Grafdigger's Cage , Leyline of the Void , and Rest in Peace are good options.

Funkydiscogod on Friendless Blue Tron

4 weeks ago

Since the new Mulligan rule, I can see why Tolaria West isn't as necessary as it once was, but was it worth cutting completely? Is it still consistent enough at assembling tron?

There are also fringe benefits, because it can fetch Chalice of the Void , Walking Ballista and Tormod's Crypt , in addition to other land.

Pal00ka on Modern Cipher

4 weeks ago

Depending on what your friends play Doom Blade could be a cheaper kill spell than Murder, or a better catch-all is Dismember .

Serum Visions is a solid inclusion to set up the next turn.

Ghost Quarter , Tormod's Crypt , and Duress are good side board inclusions.

If you decide to include Fatal Push I don't think it will do much work for you since you are not running any fetches.

superhuman21 on I Don't Even Have to Concede [Turn 0.5 Loss]

1 month ago

It is a good thing Soul Conduit is so expensive, otherwise this could be the ultimate DRAW deck ever. Turn 0.5 everybody loses, You'd need a Tormod's Crypt though to recycle grave. X)

Jeppo3 on A Haunting Gift

1 month ago

Happy to see you made my sack of cards into something! If you're looking for sideboard tech, I think good, budget options are Tormod's Crypt , Dovin's Veto , Burrenton Forge-Tender / Kor Firewalker , and Damping Sphere .

wallisface on Bare Bone Werewolf

1 month ago

Some thoughts:

1) Silverfur Partisan doesn’t seem worth it... maybe better as a sideboard card. Destructive Revelry should defo only be in your sideboard and not the mainboard.

2) for the number of 3-and-4 drops you’re running, i’d suggest a 22nd land.

3) Howlpack Resurgence is garbage and you should aim to instead run more of your good cards like Full Moon's Rise . I’d also ditch Domri, Anarch of Bolas as he just isn’t useful (he doesn’t help you if you’re behind, and doesn’t help you stay ahead well either).

4) for sideboard, the main threats you want to be able to deal with is tron-lands, storm-like-spellcasting, artifacts, and graveyards. In your case you probably also want a way to prevent boardwipes. Damping Sphere is a great option, as is Scavenging Ooze and Tormod's Crypt .

Spell_Slam on Wildland Fire

1 month ago

Cool idea for a deck! I think you could try to build around your commander even more.

In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.

There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger is decent in PDH and would fit nicely in a deck like yours.

Firebolt is very good in general and gets even better if you're milling it into your graveyard.

Fortitude can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Relic of Progenitus is powerful, but very risky for you. Something like Night Soil could be a stronger choice, or just plain old Tormod's Crypt .

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

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Tormod's Crypt occurrence in decks from the last year


All decks: 0.05%

Red: 0.05%


All decks: 0.04%

Commander / EDH:

All decks: 0.03%

Blue: 0.14%