Allow me to begin by stating clearly that this is not my deck. This list is of Shota Yasooka's (and anyone he would choose to credit in addition to himself) design, as was posted at http://www.thestarkingtonpost.com/?p=1551
1.It is understood the deck has a weakness to graveyard hate and very fast agro decks. You do not need to apprise us of this fact
2. This is the Yasooka Crypt Combo Thread. This is not a place to post or discuss Crypt Control lists, as would be found here: http://forums.mtgsalvation.com/showthread.php?t=189346. Go to that thread if your list contains any of the following:
A.Spells with an X in the mana cost.
B. More than four pieces of non-creature removal.
3. If you have a complaint against me, please send a PM about it. I will normally be happy to compromise, provided the request or problem is not completely unreasonable and has to do with the thread.
4.To be updated as is fitting. If you think the thread would benefit from the addition of something to any section of the Main Post, send me a PM with the suggestion
The deck is a graveyard combo deck, which functions similarly to dredge. You win in one explosive turn by unearthing most of the deck (using massive amounts of mana genereated by a full graveyard and crypt of agadeem to swing for the kill, and, failing the that, milling the opponent out when 4 Extractor Demon leave play simultaneously with several other unearthed creatures.
While at first glance it may seem strange and weak, it runs like a well-oiled machine, and is a very capable deck.
The deck is incredibly consistant and will often churn out a win on turns 4 (very rare, requires very good crabbing) to turn 6 (very common).
The first turns are spent digging, milling yourself with Hedron Crab, and cycling the cyclers to fill the graveyard with black creatures. After this, it's just a matter of getting the correct combination of cards in the GY, active crypts(s), and fatestichers so that you can either swing for lethal or mill your opponent out at the end of turn by with extractor demon triggers.
A brief explanation of how the cards in the deck work
-Crypt of Agadeem: This is the combo "engine" . The large amount of black mana it produces is essential to the functioning of the deck. A four of in any build
-Cyclers: Architects of will,monstrous carabid,viscera dragger. These fill the graveyard with black creatures while filtering through the deck to pull together the pieces. Each will be a four of in any build
-Extractor Demon: This is your primary wincon, be it either by swinging for 5 each, or the massive amount of milling they produce after a large unearth. A four of in any build.
-Corpse Connoiseur: This is an integral combo enabler. He fetches a fatesticher to replenish a waning mana pool, or a missing extra demon. However, it is arguably to slow for the current meta. While I would run 3 of these, 0 is best if using the Jacobs list
-Fatesticher: Another integral combo enabler. Having 1-2 of these in the graveyard will typically be essential to "go off". Used to untap crypts of agadeem. Play two or three of these.
-Hedron Crab: He is going to do a large amount of your GY filling in most games. Try to drop him on turn 2, and follow with a fetch if possible. Treasure them always and use them cautiously. A four of in any build.
-Kederekt leviathan: A controversial card, this is mostly used as a means to stall agro so you can truely combo out. Play at least one; you will regret not being able to tutor for this if you do not. If running the Jacob's deck, these will reside in your board.
-Rotting rats: Used to empty combo pieces stuck in the hand to the graveyard. Also can create a suprise disruption (unearthing them early after blocking to empty their hand, reducing the threat they pose). Play four of these.
-Grim discovery: Used to pull milled crypts into your hand, or make a land drop if in a pinch. Also brings back a cycler for more filtering, a crab for more mill, or a rotting rats for more dumping. Play 3 to 4
-Traumatize/Tome scour: Graveyard fillers. It is difficult to say which of these should be played. For the moment, it's considered that the agro is too fast for traumatize. 4 tome scour is recommended if you chose it.
-Sedraxis Specter: A potent disruptor and four of-in the Jacobs build. Can be hardcasted as a suprise in G2.
A typical combo out will go something like this on Turn 5. 10 black creature cards in the graveyard, 5 lands, 1 active crypt. add 10 black. Unearth sticher. add 10 more black, putting you at 18 floating, with 1 land untapped. Unearth 3 viscera draggers/rotting rats. Unearth 4 extractor demons. Swing for 20 in the air. End turn. if they survive, they will mill for 48, which should be the entirety of their deck. This is a mid level "go off". Sometimes, you wil be able to add over 40 mana and pull out your entire deck (if you want to show off), or will just squeak by with 12-14 mana, and kill them via an attack.
This is a very neat example. It will happen only sometimes that you will have the pleasure of having all 4 extractors on turn 5, and can typically make do via a damage win with just 2-3.
There are also two-turn wins, which involve a disruptive unearth (rats, specters, 1 demon), which will empty their hand and restock your GY, followed by a combo-out win the next turn. This is only recommendable if playing the Jacobs list, as the other lists do not have specters for added disruption
The sideboard listed in the Yasooka iteration seems designed for a meta with no preparation (or even knowledge) for/of a graveyard deck. I imagine that it would be changed if the deck became a known and major factor (which it very well may)
The jacob's build sideboard more closely resembles a properly attuned sideboard, and is recommended over the Yasooka board.
I would ask that when discussing the sideboard, discussion is focused on cards which are currently being used. If the deck begins to become heavily hated upon (IE, relic becomes a common SB inclusion), that is when dealing with it will be a major focus. However, in light of the appearance of a more tuned version of the deck at Worlds, I think it is safe to begin talking about it somewhat.
-----------------------------------------------------------------------
The deck seems ideally placed in a meta where mid-rangey sort-of-agro decks like mono green nissa and jund are prevalent. Of course, it's G1 is strong enough so that nothing short of the fastest boros or monored hands will be able to stop it, provided luck does not conspire otherwise.
I don't think traumatize is worth it. I also don't think it'll be hard to get a solid finisher in your graveyard so you should ditch corpse connoisseur as well.
This deck dies to Ravenous Trap, Haunting Echoes, Necromancer's Convenant, Quest for Ancient Secrets, Relic of Progenitus, Identity Crisis, and Jund Charm. While most are not played heavily, it's very easily hated against if it gains popularity. I would say this is a great rogue deck to bring to a tournament as long as no one else is expecting to play against it, and make sure you get a handful of friends to pilot it so you have a good chance of getting in the T8. However, that's as far as the deck will go. Once it becomes recognized it will die very easily to the abundance of hate. I would say your main worry in the current meta would be Jund because they can play Jund Charm and wreck you, and fast deck/decks that pack a lot of removal. If you go off G1, G2 will be much harder. A smart opponent will get rid of your crabs and try to race you/control your deck.
Grim discovery is essential, as it allows you to pick up a milled agadeem, re-use cyclers, and sometimes just give you a land drop by returning a fetch.
Traumatize is the most explosive card in the deck. Putting half your library into your graveyard should gaurentee a win that turn or the next. Seeing as next to no counterspells are played at the moment, it's completely viable.
Kathari remnant is an interesting idea, but it would damage the consistancy of the deck considerably. Agony warp would be even less useful, and nemesis of reason just plain doesn't make sense. I'm not milling the opponent until I combo out, which would happen around the time I would otherwise be attacking with the nemesis.
Mr Pink: Yes, there is a lot of hate. But little to none of it is played. At the moment, the deck is a good choice. And once people become aware of it, sure, it will be less effective. But it will eat up SB space, and keep the meta looser. Which is good. Also, it's SB could be set up to transform it into a U/B mill deck. Which does suck, but it could work.
Mr Pink: Yes, there is a lot of hate. But little to none of it is played. At the moment, the deck is a good choice. And once people become aware of it, sure, it will be less effective. But it will eat up SB space, and keep the meta looser. Which is good. Also, it's SB could be set up to transform it into a U/B mill deck. Which does suck, but it could work.
That's...pretty much what I just said. I didn't say it was bad, I said it was easily hated out. Jund Charm is the only widely played card ATM, but besides that it would do very well at a tournament where no one was expecting it. If I can throw this together and test it, I might take it to a 5k or something.
Fun to play, effective to boot. It's not as consistent as you let on, and turn 4 kills seem to be one in a million. Turns 6-7 were the norm on mws for me.
lol, some one played this at fnm to a 4-1 finish. During the times i watched him lay traumatize and fatesticher seemed bad, so id probably cut traumitize for tome scour
Yes, it would appear as though this deck was posted on the final page of the crypt combo thread. There are now two different crypt "combos". Although calling the old "crypts combo" combo is a bit misleading
The other crypts deck would be more accurately re-labeled as Crypt-ball control or something of the like, as it relies on blaze style damage dealing X spells. The decks are clearly distinct. Crypt ball decks are slow and thusly require cards to defend themselves while they slowly build up to their killing spell. All the crypt ball decks in the crypt control thread fall under this archetype. It is, in fact, not a combo deck, but control.
Yasooka crypts, on the other hand, is pure combo. It seeks only to exploit graveyard interactions to win as quickly and unstoppably as possible. The only similarity is in the cards they share.
Aman: Fatesticher is an integral part of the combo. It untaps agadeem once unearthed. Traumatize is very strong in the deck, but in my useage I reduced the number in the deck to 3, and I'm happy with it
I think Dregscape Zombie could have a place in this deck. I felt like sometimes I didn't have enough creatures in the graveyard when I could blow up. Corpse Con. felt pretty mediocre too.
Hmm? Corpse connoisseur enables "going off" so well. He get's a sticher for more mana or a missing extractor most of the time.
The problem with dregscape zombie is that aside from unearthing for cheap, he doesn't actually help the combo in any other way. Conno tutors, sticher creates masses of mana/untaps a locked down crypts, dregscapes cycle, rats empty you and your opponents hand, leviathan's bounce is excellent for beating agro, and demons are the primary wincon. Dregscape zombie...is just a body. It doesn't do enough to take up a slot; after all, what could you replace with it?
Yup. When dealing with a leave play trigger, if all the objects leave simultaneously, they can all "see" the other objects for the purpose of triggering.
Actually the Crypt Combo thread had a U/B traumatize version weeks ago, long before anyone heard about Yasooka's builds.
He utilizes a very clever grim discovery engine that works well with the crab, but has absolutely nothing to combat fast aggro decks, which are a very bad matchup for the deck.
I can't imagine splashing red for one or two banefires as an alternative win condition would be a bad thing, especially considering we have a lot of fetches that only grab one land type. 4x Scalding Tarn, 4x Dragonskull summit?
It doesn't hurt the combo at all as far as I can see outside of the 1-2 banefires taking up a slot in the deck. Combining the cryptball and this combo could make it more consistent!
How the heck does this beat boros? It seems likethat is the 2nd most played deck in standard, so giving it a bye against you seems very counter productive.
Past that, seems like a good, but VEEEEERY easily hated deck.
Crypt combo thread has covered all of this, including Crabs and Grim Discovery. I believe the only "new" tech that Yasooka worked in was the Leviathan.
Interesting. Thanks for bringing the more controlling crypts combo build to my attention. I think that it is viable for discussion here, so I will be adding it to the main post.
As for beating boros, it's hard if they're on the play, but not unwinnable. Rotting rats is a huge help, and you need sometimes to block with a crab. The MA is probably the roughest one, but as boros isn't exactly dominating the meta, this is acceptable.
Also, delsow, could you show me a list incorporating both crabs and discovery from the "crypt combo" thread? you seem much more informed as to the composition of the crypt-ball thread than myself
Also, delsow, could you show me a list incorporating both crabs and discovery from the "crypt combo" thread? you seem much more informed as to the composition of the crypt-ball thread than myself
Well, the UB version was still in it's infancy. Crab and Grim were suggested, but there are no posted decklists that included BOTH of them (to my knowledge). (edit: 10/18/09, first mention of Crab) (edit: 10/07/09, first mention of Grim Discovery)
Anyway, I really don't think it's necessary to have two threads discussing a variation of the same deck. (both combo around Crypts, the old thread discusses RB, UB, UBR, and I even think someone suggested white...)
The issue being that the majority of the decks listed in the "crypts combo" thread are not combo decks. They are control decks. They use removal to stay alive long enough to build up a critical mass of black creatures in the graveyard, mostly via cycling/fleshbags/blocking with gatekeepers/ an occasional hedron crab, then kill the opponent using a blaze style X spell. This is not a combo.
This deck is not a variation of the more accurately named crypt ball control decks. As I have already stated, sharing cards and one similar function (agadeem+black creatures for mana) does not make the decks the same. Would you say dragonstorm and TEPS go in the same thread because they both use ritual effects to kill people with storm spells? No. It is the same situation.
So.. if you don't get a Crypt or two from your starting hand + draws + cycling draws, this deck is at minimal a T7 kill.
T5 -> traumatize
T6 -> grim discovery, lay down crypt tapped
T7 -> tap out, fatesticher the crypt etc. if you dont have enough creatures in the gy at this point for a mill/kill, it's on to turn 8~
Turn 7/8 seems way too slow for this meta.. :< Granted, if you have the crypts in hand/draw them it goes a lot smoother, but I was put in that position a few times and it sucked. Although to be fair, I've RARELY started games with the crabs.. weird..
In my tests this far it's a dog to Boros, but I don't see a lot of Boros here. I am going to try Tome Scour in place of the Traumatize, and even if I keep Traumatize I am going to cut it to 3.
What about a transformative board to go mill if they side in hate?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The Jacob Van Lunen Article: Tales from the Crypt:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/boab/66
Thread Notes (Please Read):
1.It is understood the deck has a weakness to graveyard hate and very fast agro decks. You do not need to apprise us of this fact
2. This is the Yasooka Crypt Combo Thread. This is not a place to post or discuss Crypt Control lists, as would be found here: http://forums.mtgsalvation.com/showthread.php?t=189346. Go to that thread if your list contains any of the following:
A.Spells with an X in the mana cost.
B. More than four pieces of non-creature removal.
3. If you have a complaint against me, please send a PM about it. I will normally be happy to compromise, provided the request or problem is not completely unreasonable and has to do with the thread.
4.To be updated as is fitting. If you think the thread would benefit from the addition of something to any section of the Main Post, send me a PM with the suggestion
--------------------------------------------------------------------------------------------
The deck is a graveyard combo deck, which functions similarly to dredge. You win in one explosive turn by unearthing most of the deck (using massive amounts of mana genereated by a full graveyard and crypt of agadeem to swing for the kill, and, failing the that, milling the opponent out when 4 Extractor Demon leave play simultaneously with several other unearthed creatures.
While at first glance it may seem strange and weak, it runs like a well-oiled machine, and is a very capable deck.
4 Drowned Catacomb
4 Island
1 Marsh Flats
2 Misty Rainforest
2 Scalding Tarn
3 Swamp
1 Verdant Catacombs
4 Architects of Will
3 Corpse Connoisseur
4 Extractor Demon
2 Fatesticher
4 Hedron Crab
2 Kederekt Leviathan
4 Monstrous Carabid
4 Rotting Rats
4 Viscera Dragger
4 Grim Discovery
4 Traumatize
4 Duress
4 Infest
3 Negate
A second more controlling list by PhoenixPrince
4 drowned catacombs
4 jwar isle refuge
2 island
6 swamp
3 expedition map
4 monstrous carabid
4 architects of will
4 jhessian zombies
4 viscera dragger
4 extractor demon
4 traumatize
2 fatesticher
2 corpse connoisseur
4 gatekeeper of malakir
1 diabolic tutor
4 agony warp
4 countersquall
2 negate
2 infest
3 fleshbag marauder
A third, more recent list by Michae Jacob
2 Drowned Catacomb
3 Island
2 misty rainforest
1 mountain
4 scalding tarn
3 swamp
3 verdant catacombs
4 Architects of Will
4 Extractor Demon
2 Fatesticher
4 Hedron Crab
3 Monstrous Carabid
4 Rotting rats
4 Sedraxis specter
4 Viscera Dragger
4 Grim discovery
1 Ponder
4 Tome Scour
3 Deathmark
3 Immortal Coil
2 Kederekt Leviathan
4 Spreading Seas
The deck is incredibly consistant and will often churn out a win on turns 4 (very rare, requires very good crabbing) to turn 6 (very common).
The first turns are spent digging, milling yourself with Hedron Crab, and cycling the cyclers to fill the graveyard with black creatures. After this, it's just a matter of getting the correct combination of cards in the GY, active crypts(s), and fatestichers so that you can either swing for lethal or mill your opponent out at the end of turn by with extractor demon triggers.
-----------------------------------------------------------------------
A brief explanation of how the cards in the deck work
-Crypt of Agadeem: This is the combo "engine" . The large amount of black mana it produces is essential to the functioning of the deck. A four of in any build
-Cyclers: Architects of will,monstrous carabid,viscera dragger. These fill the graveyard with black creatures while filtering through the deck to pull together the pieces. Each will be a four of in any build
-Extractor Demon: This is your primary wincon, be it either by swinging for 5 each, or the massive amount of milling they produce after a large unearth. A four of in any build.
-Corpse Connoiseur: This is an integral combo enabler. He fetches a fatesticher to replenish a waning mana pool, or a missing extra demon. However, it is arguably to slow for the current meta. While I would run 3 of these, 0 is best if using the Jacobs list
-Fatesticher: Another integral combo enabler. Having 1-2 of these in the graveyard will typically be essential to "go off". Used to untap crypts of agadeem. Play two or three of these.
-Hedron Crab: He is going to do a large amount of your GY filling in most games. Try to drop him on turn 2, and follow with a fetch if possible. Treasure them always and use them cautiously. A four of in any build.
-Kederekt leviathan: A controversial card, this is mostly used as a means to stall agro so you can truely combo out. Play at least one; you will regret not being able to tutor for this if you do not. If running the Jacob's deck, these will reside in your board.
-Rotting rats: Used to empty combo pieces stuck in the hand to the graveyard. Also can create a suprise disruption (unearthing them early after blocking to empty their hand, reducing the threat they pose). Play four of these.
-Grim discovery: Used to pull milled crypts into your hand, or make a land drop if in a pinch. Also brings back a cycler for more filtering, a crab for more mill, or a rotting rats for more dumping. Play 3 to 4
-Traumatize/Tome scour: Graveyard fillers. It is difficult to say which of these should be played. For the moment, it's considered that the agro is too fast for traumatize. 4 tome scour is recommended if you chose it.
-Sedraxis Specter: A potent disruptor and four of-in the Jacobs build. Can be hardcasted as a suprise in G2.
-----------------------------------------------------------------------
A typical combo out will go something like this on Turn 5. 10 black creature cards in the graveyard, 5 lands, 1 active crypt. add 10 black. Unearth sticher. add 10 more black, putting you at 18 floating, with 1 land untapped. Unearth 3 viscera draggers/rotting rats. Unearth 4 extractor demons. Swing for 20 in the air. End turn. if they survive, they will mill for 48, which should be the entirety of their deck. This is a mid level "go off". Sometimes, you wil be able to add over 40 mana and pull out your entire deck (if you want to show off), or will just squeak by with 12-14 mana, and kill them via an attack.
This is a very neat example. It will happen only sometimes that you will have the pleasure of having all 4 extractors on turn 5, and can typically make do via a damage win with just 2-3.
There are also two-turn wins, which involve a disruptive unearth (rats, specters, 1 demon), which will empty their hand and restock your GY, followed by a combo-out win the next turn. This is only recommendable if playing the Jacobs list, as the other lists do not have specters for added disruption
-----------------------------------------------------------------------
The sideboard listed in the Yasooka iteration seems designed for a meta with no preparation (or even knowledge) for/of a graveyard deck. I imagine that it would be changed if the deck became a known and major factor (which it very well may)
The jacob's build sideboard more closely resembles a properly attuned sideboard, and is recommended over the Yasooka board.
I would ask that when discussing the sideboard, discussion is focused on cards which are currently being used. If the deck begins to become heavily hated upon (IE, relic becomes a common SB inclusion), that is when dealing with it will be a major focus. However, in light of the appearance of a more tuned version of the deck at Worlds, I think it is safe to begin talking about it somewhat.
-----------------------------------------------------------------------
The deck seems ideally placed in a meta where mid-rangey sort-of-agro decks like mono green nissa and jund are prevalent. Of course, it's G1 is strong enough so that nothing short of the fastest boros or monored hands will be able to stop it, provided luck does not conspire otherwise.
So...discuss. Could use plenty of testing.
Kathari Remnant Liliana Vess and Nemesis of reason may actually be good creatures here. You may also want to invest in some removal or stall such as Agony Warp or vampire nighthawk, I find it really hard to see you winning against an aggressive deck without that here.
Traumatize is the most explosive card in the deck. Putting half your library into your graveyard should gaurentee a win that turn or the next. Seeing as next to no counterspells are played at the moment, it's completely viable.
Kathari remnant is an interesting idea, but it would damage the consistancy of the deck considerably. Agony warp would be even less useful, and nemesis of reason just plain doesn't make sense. I'm not milling the opponent until I combo out, which would happen around the time I would otherwise be attacking with the nemesis.
Mr Pink: Yes, there is a lot of hate. But little to none of it is played. At the moment, the deck is a good choice. And once people become aware of it, sure, it will be less effective. But it will eat up SB space, and keep the meta looser. Which is good. Also, it's SB could be set up to transform it into a U/B mill deck. Which does suck, but it could work.
That's...pretty much what I just said. I didn't say it was bad, I said it was easily hated out. Jund Charm is the only widely played card ATM, but besides that it would do very well at a tournament where no one was expecting it. If I can throw this together and test it, I might take it to a 5k or something.
The other crypts deck would be more accurately re-labeled as Crypt-ball control or something of the like, as it relies on blaze style damage dealing X spells. The decks are clearly distinct. Crypt ball decks are slow and thusly require cards to defend themselves while they slowly build up to their killing spell. All the crypt ball decks in the crypt control thread fall under this archetype. It is, in fact, not a combo deck, but control.
Yasooka crypts, on the other hand, is pure combo. It seeks only to exploit graveyard interactions to win as quickly and unstoppably as possible. The only similarity is in the cards they share.
Aman: Fatesticher is an integral part of the combo. It untaps agadeem once unearthed. Traumatize is very strong in the deck, but in my useage I reduced the number in the deck to 3, and I'm happy with it
The problem with dregscape zombie is that aside from unearthing for cheap, he doesn't actually help the combo in any other way. Conno tutors, sticher creates masses of mana/untaps a locked down crypts, dregscapes cycle, rats empty you and your opponents hand, leviathan's bounce is excellent for beating agro, and demons are the primary wincon. Dregscape zombie...is just a body. It doesn't do enough to take up a slot; after all, what could you replace with it?
I only ask because my friend played this, I told him that was how it worked, and he argued with me. Can I get a confirmation from the good folks here?
seems very interesting, and yes it seems the only problems are aggro and graveyard hate.
And adding banefire would mean making the mana base awkward and slow the deck down. that would be more of a Crypt-ball control thing to do. Discuss it here-http://forums.mtgsalvation.com/showthread.php?t=189346&page=27
He utilizes a very clever grim discovery engine that works well with the crab, but has absolutely nothing to combat fast aggro decks, which are a very bad matchup for the deck.
It doesn't hurt the combo at all as far as I can see outside of the 1-2 banefires taking up a slot in the deck. Combining the cryptball and this combo could make it more consistent!
How the heck does this beat boros? It seems likethat is the 2nd most played deck in standard, so giving it a bye against you seems very counter productive.
Past that, seems like a good, but VEEEEERY easily hated deck.
________________STANDARD________________
UBW Soorani Esper Control UBW
UBW Nicholas Spagnolo's Drownyard Control UBW
___________________EDH___________________
UB Wydwen, the Biting Gale UB
W Michiko Konda, Truth Seeker W
As for beating boros, it's hard if they're on the play, but not unwinnable. Rotting rats is a huge help, and you need sometimes to block with a crab. The MA is probably the roughest one, but as boros isn't exactly dominating the meta, this is acceptable.
Also, delsow, could you show me a list incorporating both crabs and discovery from the "crypt combo" thread? you seem much more informed as to the composition of the crypt-ball thread than myself
Well, the UB version was still in it's infancy. Crab and Grim were suggested, but there are no posted decklists that included BOTH of them (to my knowledge). (edit: 10/18/09, first mention of Crab) (edit: 10/07/09, first mention of Grim Discovery)
Anyway, I really don't think it's necessary to have two threads discussing a variation of the same deck. (both combo around Crypts, the old thread discusses RB, UB, UBR, and I even think someone suggested white...)
________________STANDARD________________
UBW Soorani Esper Control UBW
UBW Nicholas Spagnolo's Drownyard Control UBW
___________________EDH___________________
UB Wydwen, the Biting Gale UB
W Michiko Konda, Truth Seeker W
This deck is not a variation of the more accurately named crypt ball control decks. As I have already stated, sharing cards and one similar function (agadeem+black creatures for mana) does not make the decks the same. Would you say dragonstorm and TEPS go in the same thread because they both use ritual effects to kill people with storm spells? No. It is the same situation.
T5 -> traumatize
T6 -> grim discovery, lay down crypt tapped
T7 -> tap out, fatesticher the crypt etc. if you dont have enough creatures in the gy at this point for a mill/kill, it's on to turn 8~
Turn 7/8 seems way too slow for this meta.. :< Granted, if you have the crypts in hand/draw them it goes a lot smoother, but I was put in that position a few times and it sucked. Although to be fair, I've RARELY started games with the crabs.. weird..
What about a transformative board to go mill if they side in hate?