CaptainHoward64
989 views2 months ago
Commander
Size: 100Salt sum: 30.22
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{"ops":[{"insert":"Imagine this: You're relaxing on the beach and you see a cute crab scuttle on by. Then you see another one, and then a few more. You start to here the sounds of rhythmic snip-snappings in the distance so you follow the tiny claw marks in the sand to see what's going on and when you round the corner that's when you see it. The "},{"attributes":{"link":"https://www.youtube.com/watch?v=LDU_Txk06tM"},"insert":"Crab Rave."},{"insert":"\n\nIf there's one thing I know about crabs, its that they love to come together and have a dance party and despite Homer being a bit of a hermit, he loves to have his crustacean and echinoderm friends over for a get together every now and then. Once the music gets going he's been known to come out of his shell and bust some moves on the dance floor. This deck is built around the idea of turning the battlefield into a dance party for all of our crabs. In order to do that we need the guests ("},{"insert":{"card-link":"Scuttletide"}},{"insert":" ), some music to get them dancing ( "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" /"},{"insert":{"card-link":"Insidious Roots"}},{"insert":" /"},{"insert":{"card-link":"Springleaf Parade"}},{"insert":" lets our crabs tap for mana and "},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" helps them untap every time a new crab joins the party) and a way for them to show off their signature dance moves to close out the party ( "},{"insert":{"card-link":"Jaws of Defeat"}},{"insert":" or more like Claws of Defeat am I right?)\n\nWhen crabs know there's a party going on, you can be sure to find a handful of them showing up early to help set up and get things ready. It's why they're called Decorator Crabs. So we have lots of low cmc crabs ("},{"insert":{"card-link":"Ruin Crab"}},{"insert":" ,"},{"insert":{"card-link":"Hedron Crab"}},{"insert":" ,"},{"insert":{"card-link":"Shorecomber Crab"}},{"insert":" ,"},{"insert":{"card-link":"Hard Evidence"}},{"insert":" ,"},{"insert":{"card-link":"Geometer's Arthropod"}},{"insert":" and "},{"insert":{"card-link":"Canyon Crab"}},{"insert":" ) to help set the stage and get ready before Homer joins the party. Once Homer is out, we want to use the cheap ramp and extra land drops to maximize the amount of cards we are milling. The handful of fetch lands can help us double up on the landfall triggers even if we only have a few crabs at the start of the party. If there's only 2-4 crabs out each fetch can mill us 8-16 cards.\n\nInstead of focusing on milling everyone else out, we want to focus on milling ourself so we can find all of our pieces to set up our dance party. Because there is a high chance we might mill one of the key cards, we are running a decent amount of recursion in order to get them out of the graveyard. Cards like "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" ,"},{"insert":{"card-link":"Dryad's Revival"}},{"insert":" ,"},{"insert":{"card-link":"Healing Technique"}},{"insert":" , "},{"insert":{"card-link":"Squirming Emergence"}},{"insert":" and "},{"insert":{"card-link":"Nostalgic Dreams"}},{"insert":" are super helpful at getting the cards we need back. In a pinch we can even have "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" become a copy of one of our key pieces for a turn if we can't get something out of the graveyard.\n\nOnce "},{"insert":{"card-link":"Scuttletide"}},{"insert":" is out we can open the doors and let the crabs come in to dance. However, the cover charge to this party costs us a card for every crab we let in so we need ways to keep our hand full to keep the crabs coming. A lot of the draw spells have Flashback ("},{"insert":{"card-link":"Deep Analysis"}},{"insert":" ,"},{"insert":{"card-link":"Eviscerator's Insight"}},{"insert":" ,"},{"insert":{"card-link":"Plunder the Trollshaws"}},{"insert":" ) so we can use them again or cast them from the graveyard in the likely chance that get get milled away first. Some of the larger draw spells utilize Delve ("},{"insert":{"card-link":"Dig Through Time"}},{"insert":" and "},{"insert":{"card-link":"Treasure Cruise"}},{"insert":" ) or Convoke ("},{"insert":{"card-link":"Harmonized Crescendo"}},{"insert":" ) because we can greatly reduce the costs of these spells by either using are crabs to pay for the mana or exiling things from our graveyard."},{"insert":{"card-link":"Change of Plans"}},{"insert":" is super versatile because it can function as a both a draw spell and protection if someone tries to board wipe."},{"insert":{"card-link":"Mirelurk Queen"}},{"insert":" can help us draw a card whenever a nonland card is milled. "},{"insert":{"card-link":"Kindred Discovery"}},{"insert":" is the one of the best draw engines of the whole deck because it can help replace every card we ditch to Scuttletide every time a new crab enters the party. If the party is movin and groovin like we want it to be, we should be able to tap our crabs for mana (using Roots/Rite/Parade) to pay for our card draw and Scuttletide's activations to keep the dance going just like a never ending conga line.\n\nAs fun as it is to dance the night away, every party has to end at some point. Like I mentioned above, the primary wincon for this deck is to use"},{"attributes":{"strike":true},"insert":" Jaws of Defeat"},{"insert":" Claws of Defeat to overwhelm the dance floor with an abundance of crabs, with "},{"insert":{"card-link":"Charix, the Raging Isle"}},{"insert":"and "},{"insert":{"card-link":"Parallel Evolution"}},{"insert":" being a huge source of damage. However, sometimes someone tries to crash the party and unplug the speakers (removing our key pieces) or maybe they even call the cops to shut it down because the party is getting a little to rowdy (board wipes) and everyone has to leave. That's ok because the backup plan or afterparty is to just mill everyone out using all the cheap ramp, fetches and extra land drops. "},{"insert":{"card-link":"Mutable Explorer"}},{"insert":" is a great party guest because they not only counts as a crab but also brings a Mutavault token with them (that can also count as a crab if needed later on) to help increase how many cards we can mill. No matter how the party comes to an end, you know it will be a night to remember.\n\nPS: I've tried to keep other parts of the deck as thematic as I can by matching the art of lands, protection, removal to be a little more oceanic whenever possible. \n"}]}
Commander
Commander
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Card Advantage
Card Advantage
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Crab Time
Crabomination
Emerge from artifact (You may cast this spell by sacrificing an artifact and paying the emerge cost reduced by that artifact's mana value.)
When this creature enters, target opponent exiles the top card of their library, a card at random from their graveyard, and a card at random from their hand. You may cast a spell from among cards exiled this way without paying its mana cost.
When this creature enters, target opponent exiles the top card of their library, a card at random from their graveyard, and a card at random from their hand. You may cast a spell from among cards exiled this way without paying its mana cost.
Creature - Demon Crab

Uchuulon
Uchuulon's power is equal to the number of Crabs, Oozes, and/or Horrors you control.
Horrific Symbiosis — At the beginning of your end step, exile up to one target creature card from an opponent's graveyard. If you do, create a token that's a copy of this creature.
Horrific Symbiosis — At the beginning of your end step, exile up to one target creature card from an opponent's graveyard. If you do, create a token that's a copy of this creature.
Creature - Ooze Crab Horror

Crab Time
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Creature
Creature
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Dance Party Combo
Dance Party Combo
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Interaction.
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Interaction.
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Change of Plans
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Protection
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Ramp
Ramp
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Recursion
Healing Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
Sorcery

Recursion
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Maybeboard
Danse Macabre
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way.
1—14 | Return a creature card put into a graveyard this way to the battlefield under your control.
15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
1—14 | Return a creature card put into a graveyard this way to the battlefield under your control.
15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
Sorcery

Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Imagine this: You're relaxing on the beach and you see a cute crab scuttle on by. Then you see another one, and then a few more. You start to here the sounds of rhythmic snip-snappings in the distance so you follow the tiny claw marks in the sand to see what's going on and when you round the corner that's when you see it. The "},{"attributes":{"link":"https://www.youtube.com/watch?v=LDU_Txk06tM"},"insert":"Crab Rave."},{"insert":"\n\nIf there's one thing I know about crabs, its that they love to come together and have a dance party and despite Homer being a bit of a hermit, he loves to have his crustacean and echinoderm friends over for a get together every now and then. Once the music gets going he's been known to come out of his shell and bust some moves on the dance floor. This deck is built around the idea of turning the battlefield into a dance party for all of our crabs. In order to do that we need the guests ("},{"insert":{"card-link":"Scuttletide"}},{"insert":" ), some music to get them dancing ( "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" /"},{"insert":{"card-link":"Insidious Roots"}},{"insert":" /"},{"insert":{"card-link":"Springleaf Parade"}},{"insert":" lets our crabs tap for mana and "},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" helps them untap every time a new crab joins the party) and a way for them to show off their signature dance moves to close out the party ( "},{"insert":{"card-link":"Jaws of Defeat"}},{"insert":" or more like Claws of Defeat am I right?)\n\nWhen crabs know there's a party going on, you can be sure to find a handful of them showing up early to help set up and get things ready. It's why they're called Decorator Crabs. So we have lots of low cmc crabs ("},{"insert":{"card-link":"Ruin Crab"}},{"insert":" ,"},{"insert":{"card-link":"Hedron Crab"}},{"insert":" ,"},{"insert":{"card-link":"Shorecomber Crab"}},{"insert":" ,"},{"insert":{"card-link":"Hard Evidence"}},{"insert":" ,"},{"insert":{"card-link":"Geometer's Arthropod"}},{"insert":" and "},{"insert":{"card-link":"Canyon Crab"}},{"insert":" ) to help set the stage and get ready before Homer joins the party. Once Homer is out, we want to use the cheap ramp and extra land drops to maximize the amount of cards we are milling. The handful of fetch lands can help us double up on the landfall triggers even if we only have a few crabs at the start of the party. If there's only 2-4 crabs out each fetch can mill us 8-16 cards.\n\nInstead of focusing on milling everyone else out, we want to focus on milling ourself so we can find all of our pieces to set up our dance party. Because there is a high chance we might mill one of the key cards, we are running a decent amount of recursion in order to get them out of the graveyard. Cards like "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" ,"},{"insert":{"card-link":"Dryad's Revival"}},{"insert":" ,"},{"insert":{"card-link":"Healing Technique"}},{"insert":" , "},{"insert":{"card-link":"Squirming Emergence"}},{"insert":" and "},{"insert":{"card-link":"Nostalgic Dreams"}},{"insert":" are super helpful at getting the cards we need back. In a pinch we can even have "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" become a copy of one of our key pieces for a turn if we can't get something out of the graveyard.\n\nOnce "},{"insert":{"card-link":"Scuttletide"}},{"insert":" is out we can open the doors and let the crabs come in to dance. However, the cover charge to this party costs us a card for every crab we let in so we need ways to keep our hand full to keep the crabs coming. A lot of the draw spells have Flashback ("},{"insert":{"card-link":"Deep Analysis"}},{"insert":" ,"},{"insert":{"card-link":"Eviscerator's Insight"}},{"insert":" ,"},{"insert":{"card-link":"Plunder the Trollshaws"}},{"insert":" ) so we can use them again or cast them from the graveyard in the likely chance that get get milled away first. Some of the larger draw spells utilize Delve ("},{"insert":{"card-link":"Dig Through Time"}},{"insert":" and "},{"insert":{"card-link":"Treasure Cruise"}},{"insert":" ) or Convoke ("},{"insert":{"card-link":"Harmonized Crescendo"}},{"insert":" ) because we can greatly reduce the costs of these spells by either using are crabs to pay for the mana or exiling things from our graveyard."},{"insert":{"card-link":"Change of Plans"}},{"insert":" is super versatile because it can function as a both a draw spell and protection if someone tries to board wipe."},{"insert":{"card-link":"Mirelurk Queen"}},{"insert":" can help us draw a card whenever a nonland card is milled. "},{"insert":{"card-link":"Kindred Discovery"}},{"insert":" is the one of the best draw engines of the whole deck because it can help replace every card we ditch to Scuttletide every time a new crab enters the party. If the party is movin and groovin like we want it to be, we should be able to tap our crabs for mana (using Roots/Rite/Parade) to pay for our card draw and Scuttletide's activations to keep the dance going just like a never ending conga line.\n\nAs fun as it is to dance the night away, every party has to end at some point. Like I mentioned above, the primary wincon for this deck is to use"},{"attributes":{"strike":true},"insert":" Jaws of Defeat"},{"insert":" Claws of Defeat to overwhelm the dance floor with an abundance of crabs, with "},{"insert":{"card-link":"Charix, the Raging Isle"}},{"insert":"and "},{"insert":{"card-link":"Parallel Evolution"}},{"insert":" being a huge source of damage. However, sometimes someone tries to crash the party and unplug the speakers (removing our key pieces) or maybe they even call the cops to shut it down because the party is getting a little to rowdy (board wipes) and everyone has to leave. That's ok because the backup plan or afterparty is to just mill everyone out using all the cheap ramp, fetches and extra land drops. "},{"insert":{"card-link":"Mutable Explorer"}},{"insert":" is a great party guest because they not only counts as a crab but also brings a Mutavault token with them (that can also count as a crab if needed later on) to help increase how many cards we can mill. No matter how the party comes to an end, you know it will be a night to remember.\n\nPS: I've tried to keep other parts of the deck as thematic as I can by matching the art of lands, protection, removal to be a little more oceanic whenever possible. \n"}]}














































































































