Combos Browse all Suggest


Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal


Creature — Elemental


Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return this card from your graveyard to the battlefield.

RNR_Gaming on New secret lair Alert!

2 months ago

Anyways with that whole kickstarter thing going on I noticed that the professor hasn't made a video so in case anyone was wondering

Some regular guys non-foil/foil

Void Winnower - 16.07/20.46

Vengevine - 10.71/12.95

Collector Ouphe - 5.63/33.07

Goblin Settler - 48.71/N/a

Non foil: 81.12 Foil: 115.19

Foil: B / non-foil: C+

There's a good bit of value with this secret lair. Goblin settlers getting its' first foil printing is definitely noteworthy. Also, if you're into the Adventure Time art style you'll like be picking this up anyways.

Showcase: Streets of New Capenna

Atraxa, Praetors' Voice - 30.77/35.53

Breya, Etherium Shaper - 7.98/9.84

Yidris, Maelstrom Wielder - N/A/8.84

Non-foil: 47.59 foil: 54.21

Non-foil - D foil: C-

This grade pains me because I REALLY think the art on these is beautiful and they'll likely include a Kynaios and Tiro of Meletis in the same style as a bonus card but putting personal preferance and speculation aside the value just is not here.

Special Guest: Matt Jukes Foil Edition

Glacial Fortress - 3.71/11.25

Drowned Catacomb - 7.28/17.46

Dragonskull Summit - 3.79/6.96

Rootbound Crag - 3.81/6.55

Sunpetal Grove - 3.89/5.96

Non-foil: 22.48 foil: 48.18

Non-foil - F foil - D-

The value in these really speaks for itself.

Artist Series: Magali Villeneuve

Mother of Runes - 4.91/Varies

Death's Shadow - 6.12/10.19

Elvish Mystic - .45/9.97

Forest - N/A

Non-foil - 11.48 Foil: N/A

Non-foil - F Foil - D-

The biggest thing out of this lair is the foil Mother of Runes the prices fluctuates so much with the older foils it's hard to set an exact price to obtain a foil one; if we look at the previous secret lairs those versions of Mother of Runes are sitting at about 6-10 a piece.

Artist Series: Sidharth Chaturvedi

Concordant Crossroads - 46.87/N/A

Nomad Outpost - 1.06/5.74

Ghost Quarter - 1.12/16.90

Island - N/A

Non-foil: 49.05 foil: 69.51

Non-foil: D- foil: C

Essentially this lair is being carried by the fact that Concordant Crossroads only has 1 printing and has never had a foil printing. If you need one or would like to get a foil one knows your chance but outside of that its just some bulky cards with nice art.

Artist Series: Wayne Reynolds

Sram, Senior Edificer - .25/6.09

Torbran, Thane of Red Fell - .95/1.89

Depala, Pilot Exemplar - .23/1.65

Balthor the Defiled - 10.95/59.61

Non-foil: 12.38 Foil: 69.24

Non-foil - F Foil - C

This lair is also being carried by 1 card that has only 1 printing the rest is bulk.

Finally! Left-Handed Magic Cards

Sisay, Weatherlight Captain - .98/6.02

Empress Galina - 18.31/206.82

Geralf's Messenger - 9.89/34.48

Rograkh, Son of Rohgahh - .26/.41

Garruk, Caller of Beasts - 8.20/23.41

Non-foil: 37.64 foil; 271.14

Non-foil - C Foil: A

While Empress Galina is definitely the chase card out of this; it still has value in the other slots too outside of Roger - but even Roger is still highly playable.

Anyways, after doing all the math and putting this all together I appreciate the professor doing this and compiling it a video format. Also, which secret lairs if any are you planning to get?

saturn999 on Double amputee

2 months ago

And possibly a Vengevine or two.

Castigus on Eldritch Evolution Zombie Deck

2 months ago

Heya again wallisface, It's not a competitive scene at all really and I play more against freinds then at the club that's why I'm more interested in just having a bit of fun with it. Down at the local club people bring different stuff all the time usually just homebrew decks so even then it's quite casual.

I do understand your point about making it more effecient by swapping in creatures with more synergy. I would have to leave the Vengevine for a while as it's a bit pricey for a full playset but I would gladly get a playset down the line to have some real fun with the deck.

For now what other things do you think could work? Maybe some madness cards? Or something to make even more use out of Eldritch Evolution as that part of the deck is the most fun thing to do.

wallisface on Eldritch Evolution Zombie Deck

2 months ago

I’m also concerned you have a lot if self-inflicted discard without really any ways to profit from this. Decks with Lotleth Troll would usually run something like Vengevine etc so that they don’t end up losing anything from the discard. I see no reason Why you’d want to run Rotting Regisaur in any case

BlueSnakeMagic on Creature Collab

4 months ago

As finnicy as it can be to spread too wide, I decided to do some small edits as such.

  • Rotting Regisaur is scary as a turn 3 7/6 but... Well, he's harder for me to control, may just get dropped, and is bulky as by then I wanna be trying to take things out of my grave

  • Dropped one of the Nether Traitor's and Gravecrawler's as they both do essentially the same thing, and Nether Traitor is harder to get off in a bad field.

  • Added a playset of Merfolk Secretkeeper since alongside Stitcher's Supplier I'm much closer to guaranteeing some self mill. I also dropped Hedron Crab as though I like it (I'll test when I can to see what it does to me) I feel like the alternates I have in here work just fine, whilst also giving an easier Vengevine triggers if I need creature drops, not milling, on a turn.

  • Carrion Feeder joins the ranks, as with Gravecrawler and Nether Traitor at the very least, it lets me make something I can just pump mana into.

  • Finally, Narcomoeba. A potential free creature, maybe a Lotleth Troll discard, and if it does die? Bait for Skaab Ruinator to bite.

wallisface on Creature Collab

4 months ago

If you're interested in cards I ended up using at somestage during my Crabvine-period, here's everything I ran at one time or another, and my thoughts on playing with the card:

  • Gravecrawler: A must-have in the deck, though I found 3x was a better number to run than the full playset, as oftentimes you really only want this card to help you trigger Vengevine, and it normally doesn't do a lot else.
  • Hedron Crab: Another must-have in the deck, provided you have the landbase to support it. Without fetchlands, I don't think this would be able to get through enough card-density to be quick enough (we want a turn 2-3 vengevine swing)
  • Merfolk Secretkeeper: This felt both good and bad. Being able to mill with it immediately, and then save it for a Vengevine trigger later in the game felt pretty decent. Its also a decent blocker.
  • Stitcher's Supplier: I think I always included a playset of this in the deck, though it was always easily the worst card in the deck. Without an easy sacrifice outlet, this is just a really weak mill effect that then sits around doing nothing. It needs to die to get full value.
  • Lotleth Troll: I alternated between playing this card and not. Its one of my "pet cards" (alongside Skaab Ruinator) so I probably favored it too highly just from bias. But being able to pitch away all the cards that weren't meant to be cast did feel great, and I have had lots of games where this has steamrolled me out a win on its own... I'm just not sure its the best choice for an optimal build.
  • Satyr Wayfinder: A weird choice, but one that's done well. It can usually guarantee you'll hit your 3rd land drop, and gels pretty well with Hedron Crab, as well as giving your good odds at a turn-3 Skaab Ruinator.
  • Prized Amalgam & Vengevine: My understanding that a playset of both of these go into every Crabvine deck there is, so I don't think I need to discuss much here. They're the whole point of the deck.
  • Bloodghast: I only added these to my deck really late into playing Crabvine, but they do put up some amazing results. They combo very well with a high-fetchland deck, running alongside Altar of Dementia, to keep swinging then killing themselves to fuel the engine further. Also, probably the most aggressive way to get Prized Amalgam out of the grave if Vengevine hasn't been found yet.
  • Narcomoeba: I played these a little, and see a LOT of decks online playing them, but to be honest I don't see the hype. Very fragile, and can't come back when killed, i'm really not sold. But, again, having seen soo many decks online play them, they're probably worth considering.
  • Skaab Ruinator: My second "Pet Card", I don't think you want to run more than 1-2 in the deck, but they definitely get good results. There are a few decks where if you resolve this, it's a free-win.
  • Glimpse the Unthinkable: I started playing this late into my time with Crabvine, swapping it in, in place of the Stinkweed Imp/Golgari Thug package. There are games where you resolve this turn 2 and see all the perfect stuff hit your grave, and it becomes the most-free win you could ever hope for. But other times, you just mill yourself ten lands and non-recurable creatures, and wonder what you did to piss off the card-gods. I felt like when this card worked, it was amazing. But it also felt like there were too many times when it didn't work, and left me dead-in-the-water.
  • Golgari Thug & Stinkweed Imp: Probably my favorite way to ensure the self-mill engine keeps pumping, I ran a playset of Imp, and 2-3 Thug for the majority of my time playing Crabvine - making my build sudo-dredge. Being able to reliably keep milling felt great - and it's a good reason to justify running Lotleth Troll.
  • Creeping Chill: I'm torn on whether this card is useful or not. On one hand, being able to basically start the game at 32 life, while your opponent starts on 8, is a pretty good feeling. On the other, this doesn't help massively to help the boardstate, and there are a lot of games where its just not relevant (you can often swing for enough quite early that the extra bit of lifedrain didn't matter).
  • Silversmote Ghoul: The only reason to run this would be alongside Creeping Chill. It does feel decent, but also can be clunky with the timings of when each respective card ends up in your grave (seeing a bunch of early-Chills can be scary, as it means these guys might not be able to see play). Personally I think Bloodghast is the better choice for the 3rd "creature to recur from the grave"
  • Altar of Dementia: This actually works really well, though I wouldn't run more than 1-2 in the deck. There are a bunch of cards that just want to be in the graveyard and/or get themselves killed. Most notably Stitcher's Supplier. but also Bloodghast, Gravecrawler, and even Vengevine (assuming you can bring them back). This easily turns your attacks into very-wide landslide victories. 10/10 would recommend.
  • Carrion Feeder: I think I only ran 1-2 of these, and honestly, I think its hard to justify over Altar of Dementia or Lotleth Troll. I think it does definitely have a use-case (it seems great with Gravecrawler), but it feels a little niche to me.
  • Wonder: I only ever played one of these, in my sideboard. But it did seem very useful in some matches, particularly when it was hard to swing through the opponents creatures.

wallisface on Vengeful weirdos

11 months ago

Some thoughts:

  • You’re only at 53 cards, below the threshold of the 60 needed for a modern deck.

  • Vengevine wants to be in a deck with lots of 1-drop creatures, so you can keep bringing him back. I don’t see you reliably doing that here.

  • Your mana curve seems pretty messed up, with no 2-drops, and almost everything being 4-drop. This is going to make your hand very clunky and unwieldy.

  • Modern is a fast format. Pretty-much all decks that aren’t running massive ramp, or heavy control, severely limit the amount of cards they play above 3cmc - Jund only runs Bloodbraid Elf , a lot of other decks run nothing above 2-3cmc. Your deck, being very top-heavy, is at a huge risk of losing before it gets to do anything.

  • The only decks that can get away without interaction are combo decks and hyper aggressive decks. Without a way to mess with your opponents board state early, you run the risk of losing to every combo & aggro deck you face off against.

Neotrup on ? about vengevine

1 year ago

Bazaar of Baghdad 's ability will cause you to draw 2 cards (taking the top two cards of your library and adding them to your hand) and discard 2 cards (exiling two copies of Basking Rootwalla from your hand and putting Vengevine from your hand into your graveyard). Then both Basking Rootwalla 's madness abilities will trigger. One will resolve, letting you cast it (moving it from exile to the stack), and when it resolves it will move from the stack to the battlefield. Then the second madness trigger will resolve letting you cast it (moving it from exile to the stack) triggering Vengevine 's trigger. Once Vengevine 's ability resolves, it will move from the graveyard to the battlefield, then Basking Rootwalla will resolve moving it from the stack to the battlefield.

Load more
Have (2) mymanpotsandpans , Azdranax
Want (0)