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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Incarnation
As long as this is in your graveyard and you control an Island, creatures you control have flying.
5 days ago
Added a few more looters, will have to pick up an Agent of Treachery. Removed some of the mediocre cards for the deck, and added a couple cards like Wonder in order to get in the redzone easier. chivalruse, you gave a few other good suggestions, I like Raffine as well, I'll have to pick one up at some point, but many of the other looters I added should suffice decently as well.
2 weeks ago
Welcome to the club, CaptainGuppy! As I see it, the plan is to use Squee, Goblin Nabob, Master of Death, Genesis, and Stinkweed Imp to fuel Zombie Infestation and Cryptbreaker. If this is right, I'm not sure Bastion of Remembrance and Feaster of Fools are quite right for this deck.
Since your return-from-graveyard-to-hand creatures can only recur themselves at your upkeep/draw step, and since Cryptbreaker is a mana+tap effect, I expect this deck to be putting out maybe 2-3 Zombie tokens each turn, at best. I would suggest focusing on making those tokens bigger and better. Diregraf Captain would be a replacement for Bastion, and something like Corpse Cobble for Feaster. Corpse Cobble also has flashback, so it can be discarded to Infestation and still be used. Cemetery Reaper is another source of Zombies that can eat your opponents' graveyard.
2 weeks ago
Need to get that overall CMC down and add more low-cost permanents. Gravecrawler, Relentless Dead, Cryptbreaker, Graveborn Muse, Headless Rider would be a few i'd recommend. I'd use Wonder instead of Eternal Skylord, as it will be easy to get Wonder to your graveyard. Ditch the high CMC Sorceries. If you're spending 5 or 6 mana on something, it needs to have the potential to significantly change the game. The only 2 cards you have at 5 CMC that I'd keep are Open the Graves and the Liliana walker. I'd try to get to 28 - 30 creatures. Consider Dimir Signet and Coldsteel Heart as additions for more ramp. Sorin doesn't fit the theme at all and he's high CMC.
2 months ago
3 months ago
@Agieryna Apologies for taking so long to reply! I play edh less frequently these days, so I didn't have enough reps with my new Yuriko list to get back to you until now.
Starting with the ninjas, I've been very impressed by Moon-Circuit Hacker and Prosperous Thief; They have powerful combat damage triggers and cheap ninjutsu costs. I've also been liking Inkrise Infiltrator and Thousand-Faced Shadow which are easy to hard cast and evasive. I ended up cutting Dokuchi Silencer because I often didn't have a creature I wanted to discard, and if there is a problematic creature on board I'd rather just use a removal spell. I also found Nashi, Moon Sage's Scion pretty underwhelming, but I think it's reasonable to include if you play it with the Enter the Infinite/Thassa's Oracle combo.
I've also been pleased with Memnite and Phyrexian Walker. I didn't play them before because they don't have any evasion, but the tempo advantage they provide is so much higher than a 1-mana enabler that they're worth including. Network Disruptor has been amazing: A 1/1 flyer that also taps down a blocker is really powerful.
As for the evasion package, Cover of Darkness is much stronger than it used to be due to the higher number of playable ninjas, same goes for Wonder. And like you mentioned, Entomb is strictly for grabbing Wonder. I haven't run into the situation where I don't have a target for Entomb yet, but that's something you sign up for when you play a tutor that has only one good target.
I think that covers most of the new changes, let me know if you have any other questions/comments!
4 months ago
7 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.
7 months ago
Hey, Professor's version is interesting, but in my opinion rushed and doesn't have many cards that can setup Runo to transform which is odd since in his deck tech that's number one goal... Sakashima of a Thousand Faces is an excellent upgrade. Sakashima as well as Spark Double are not even mentioned in his deck tech and they're some of the more unique and fun effects to play with Krothuss.
There's only 6 cards to setup Runo which means consistently unless you draw Top, Remora or Study early game for draw, every game, it will be difficult to transform Runo. Using Entomb effects to help to setup Runo just to get a sea monster into your graveyard doesn't seem very good. There needs to be other uses for Entomb effects; Buried Alive at least gets you more than one creature such as Wonder. There's no reanimation here thus Entomb effects after Krothuss are only being used to get Wonder. The first changes to consider are to add more setup for Runo. Ramp is important, but I think you can afford to cut a few of the lesser rocks such as the Diamonds and Commander's Sphere.
The lack of reanimation options in Professor's version when playing black I disagree with because realistically the only way you're going to get good sea monsters onto the battlefield are more ways to cheat their mana costs. Quicksilver Amulet and Quest for Ula's Temple are good, although Quest is slow/unreliable, but you really need more. The second changes to consider are adding some reanimation replacing some of the lesser high CMC nonsea monster cards such as Octopus Umbra.
The Professor mentioned Hullbreaker Horror in his deck tech, but didn't expand on how powerful it is with Krothuss. It's most likely the best sea monster with Krothuss since when copied it can combo with mana rocks to continually bounce all your opponent's nonland permanents. When you control two or more Hullbreakers then any 0 CMC artifact with Sol Ring is infinite cast/colorless mana/nonland bounce.
Mox Amber when you control Runo/Krothuss is infinite blue/black mana with Sol. Any 2 CMC artifact that can ETB untapped to make mana + Sol can be infinite casts/bounce of all nonland permanents. By adding Everflowing Chalice and/or Amber then the Hullbreaker combo can make other sorcery speed effects that bounce less needed such as Consuming Tide and Inundate. Sol Talisman doesn't work with Hullbreaker because of suspend thus it could be cut for Chalice or Amber.
Because you have Thassa, God of the Sea then Wormhole Serpent isn't needed even though it's a Serpent it's not one you want to copy with Krothuss since it doesn't do much for five mana including not helping Runo to transform. In my opinion if you're going to play creatures who won't help Runo to transform then those creatures better give you something else that's worth playing/copying them with Krothuss. Striped Riverwinder and River Serpent are examples of lesser sea monsters who are actually really good for Runo because of their quick one mana cycling. Copying them with Korthuss isn't much better than copying Wormhole, but the difference is they can help Runo to transform and you can get two draws.
Good luck with your deck.