Crime // Punishment

Sorcery // Sorcery

Produces: a creature or enchantment entering the battlefield, a creature or enchantment leaving the battlefield, an artifact, creature or enchantment dying.

Cares about: nothing.

Partners

1 cards can cause an enchantment leaving the battlefield.

  1. Dual Nature — When Dual Nature leaves the battlefield thanks to Crime // Punishment, it triggers
  2. Diabolic Servitude — When Diabolic Servitude leaves the battlefield thanks to Crime // Punishment, it triggers

633 cards can cause an enchantment dying.

  1. Wicked Visitor — When a creature dies thanks to Crime // Punishment, Wicked Visitor costs each opponent 1 life
  2. Starfield Mystic — When a creature dies thanks to Crime // Punishment, Starfield Mystic puts a counter on a permanent
  3. Savior of the Sleeping — When a creature dies thanks to Crime // Punishment, Savior of the Sleeping puts a counter on a permanent

855 cards can cause a nontoken creature entering the battlefield.

  1. Genesis Chamber — When a creature enters thanks to Crime // Punishment, Genesis Chamber makes a token
  2. Bramble Sovereign — When a creature enters thanks to Crime // Punishment, Bramble Sovereign makes a token
  3. Faerie Artisans — When a creature enters thanks to Crime // Punishment, Faerie Artisans makes a token

1,040 cards can cause an nontoken artifact dying.

  1. Sly Requisitioner — When a creature dies thanks to Crime // Punishment, Sly Requisitioner makes a token
  2. Psychomancer — When a creature dies thanks to Crime // Punishment, Psychomancer costs each opponent 1 life
  3. Farid, Enterprising Salvager — When a creature dies thanks to Crime // Punishment, Farid, Enterprising Salvager makes a token

1,057 cards can cause an artifact dying.

  1. Summoning Station — When a creature dies thanks to Crime // Punishment, Summoning Station untaps itself
  2. Kibo, Uktabi Prince — When a creature dies thanks to Crime // Punishment, Kibo, Uktabi Prince puts counters on a permanent
  3. Scrap Trawler — When a creature dies thanks to Crime // Punishment, Scrap Trawler brings a card back

1,358 cards can cause an artifact or enchantment dying.

  1. Scrapheap — When a creature dies thanks to Crime // Punishment, Scrapheap gains you 1 life

1,570 cards can cause an artifact leaving the battlefield.

  1. Oni-Cult Anvil — When a creature leaves the battlefield thanks to Crime // Punishment, Oni-Cult Anvil makes a token
  2. Sludge Strider — When a creature leaves the battlefield thanks to Crime // Punishment, Sludge Strider costs each opponent 1 life

2,353 cards can cause a nontoken creature dying.

  1. Squirrel Sanctuary — When a creature dies thanks to Crime // Punishment, Squirrel Sanctuary brings a card back
  2. Remembrance — When a creature dies thanks to Crime // Punishment, Remembrance searches a library
  3. Gnawing Crescendo — When a creature dies thanks to Crime // Punishment, Gnawing Crescendo makes a token

2,371 cards can cause a creature dying.

  1. Infernal Phantom — When Infernal Phantom dies thanks to Crime // Punishment, it deals its power damage
  2. Unwilling Vessel — When Unwilling Vessel dies thanks to Crime // Punishment, it makes a token
  3. Together Forever — When a creature dies thanks to Crime // Punishment, Together Forever brings a card back

EDH Seer reads the oracle text of every card in a Commander decklist and reports which pairs actually work together, with the reason printed next to each one.

34,433
cards in the corpus, 21,317 of them read in full
~495
synergy edges in an average Commander deck
0
model calls when you analyse a deck

What an edge is, and what it is not

Krenko, Mob Boss produces
Impact Tremors cares about

Edge. When a creature enters thanks to Krenko, Mob Boss, Impact Tremors deals 1 damage.

Farseek produces
Enduring Courage cares about

No edge. It wants a creature entering, and a fetched land is not one.

What it refuses to claim

Ramp, removal and card draw are roles, not synergies — they make a deck work without pairing with anything, so they are counted as slots rather than drawn as edges. A card that refers to itself ("this creature", "this spell") is read as itself and not as a class. Where the rules cannot say something, the report says nothing: a missing claim is better than a confident wrong one.

Read how the engine decides →