Welcome to my version of Crabshift!

I'm enjoying having a new use for Scapeshift. I'm pretty happy with the deck, but I know there are cards out there I've overlooked, so any feedback or suggestions are greatly appreciated!

The deck is actually pretty simple: play crabs, then lands, and mill your opponent out. Being able to stick at least one Hedron Crab or Ruin Crab is essential, so a good opener will have at least one (usually two) of them. With the crabs down, just play lands to trigger landfall, using Explore, Growth Spiral, Scapeshift, and Primeval Titan to abuse the ability. Even with just one crab going unchecked the deck can reliably win on turn 4.

The other creatures help if the game goes longer, or the primary mill strategy isn't viable.

Ruin Crab and Hedron Crab are what this deck is built around. Getting even one crab to stick around can easily end the game pretty quickly. Having more than one in play is just silly.

Tireless Tracker basically has landfall, even though it isn't technically printed on the card. It's great if the game gets grindy, providing plenty of card draw, and can even be an alternate finisher if the primary mill plan doesn't work out.

Scute Swarm can come in handy when you need to create endless chump blockers. It can also be a 'go wide' strategy if the crab mill and tracker beatdown plans fail. It can get out of hand with 6 lands in play, but I'm not completely sold on it's inclusion.

Primeval Titan is great in the mid and late game, adding a big body and creating plenty of landfall triggers. It's only a 2 of because in most games a Scapeshift is preferable, but sometimes having a 6/6 is what you need.

Phantasmal Image is there to copy whatever you have in play (obviously). Typically it winds up copying a crab and providing a little redundancy for quick wins.

Sakura-Tribe Elder provides a little protection and an additional land drop.

Explore and Growth Spiral do pretty much the same thing, drawing cards and getting extra land drops. Having 4 of each can lead to getting too many in your hand, but I haven't found this to be an issue. Either the card draw alone is good to have if you need to find action, or you already have what you need so the extra copies don't hurt (or help).

Harrow can be really unfortunate if it gets countered, but it has a high upside. It's in the deck until I get burned by control and lose my land too many times.

Scapeshift is my favourite card in modern and the reason I built this deck. With a couple of crabs out even Scapeshifting with 4 lands can end the game. As long as your life total is high enough grabbing fetches can ensure you have even more landfall next turn (if there is a next turn, and if your opponent can't turn off your fetches).

Life from the Loam was a card I went back and forth on, but it has proven valuable. It's great to be able to get your fetches back from the graveyard and double up on landfall triggers. The dredge aspect doesn't come up often, but it's nice to know it's there in a pinch.

Khalni Heart Expedition is in a bit of a flex spot. I almost always expect it to be a dead card, yet it almost always proves to be valuable. With extra land drops and fetches it doesn't take long to get the three counters, and with a couple of crabs out it can fuel early wins.
Misty Rainforest, Verdant Catacombs, and Prismatic Vista help fix mana, but more importantly provide extra landfall triggers.

The 4 Misty Rainforest are an autoinclude in the deck.

Prismatic Vista could probably be a 4 of, but I haven't yet found that only having 3 is an issue.

Verdant Catacombs takes the final fetch spot because I like the art, but it could easily be any other green/blue fetch.

9 fetches total feels about right, but I'm open to suggestions. I don't feel like I ever find myself in a situation where I need a fetch and don't have one (although there have been some close calls and top decks).

Forest and Island are at 7 each right now. With so many lands in the deck, and only playing two colours, I never really feel like it's a struggle to get the mana I need. Certainly this number can be adjusted and may change as I dontinue to test and update the deck.

27 lands so far seems like the right number to make sure I never miss land drops. Flooding happens occasionally, but I usually have at least one creature to take advantage of the lands, and Explore and Growth Spiral turn flooding into a good thing.

Courser of Kruphix really seems like it was made for this deck, but my experience so far has been that getting lands off the top of the library and the life gain aren't that critical. Plus, having Tireless Tracker and Scute Swarm as 3 drops means the Courser is kind of clunky. For now I'm happy with the Jaddi Offshootss in the sideboard for burn matchups, but I'm not counting the Coursers out entirely.

Snapcaster Mage was my original choice to recast the Explores and Growth Spirals, but I ended up dropping them in favour of the Life from the Loams. I have been considering making the build more control oriented, in which case Snappy would come back in for sure. But honestly, I don't really have the patience or skill to play control so that's kind of unlikely...

Blighted Woodland... Does it look good and is it on theme? Yes. Is it really necessary? Probably not. Usually getting extra landfall triggers is less of an issue than getting the crabs to stick around long enough to make the landfall matter.

Tasha's Hideous Laughter should really come in for Life from the Loam, but I like Life from the Loam as a card and I like the Ravnica art so I just can't bring myself to make the switch.

Sakura-Tribe Elder could definitely slot in for Explore or Growth Spiral. The tradeoff of a blocker for a cantrip is probably meta-dependent, but I want to test it out and see how it goes.


Updates Add


25% Casual

75% Competitive

Top Ranked
  • Achieved #6 position overall 3 days ago
  • Achieved #3 position in Modern 6 days ago
  • Achieved #1 position in Modern Lands 1 week ago
Date added 6 months
Last updated 2 days

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

23 - 5 Rares

8 - 4 Uncommons

13 - 6 Commons

Cards 60
Avg. CMC 2.36
Tokens Clue, Copy Clone, Insect 1/1 G
Folders Scapeshift Variants, Modern, Inspiration
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