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Defiled Crypt // Cadaver LabHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Duskmourn: House of Horror· September 27, 2024
Carte Magic Defiled Crypt // Cadaver Lab

Defiled Crypt // Cadaver Lab is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, return target creature card from your graveyard to your hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Complete guide

Defiled Crypt // Cadaver Lab is a versatile Room card that rewards graveyard manipulation and provides immediate card recursion. By managing its two doors, players can generate a steady stream of Horror tokens or retrieve vital resources from their discard pile.

What it does

This card consists of two 'doors' that act as enchantments. Defiled Crypt has a triggered ability that creates a 2/2 black Horror enchantment creature token whenever one or more cards leave your graveyard, though this only happens once each turn. Cadaver Lab is a utility door that, when unlocked, allows you to return a target creature card from your graveyard to your hand.

How it resolves step by step

When you cast this card, you choose one door to pay for. If you cast Cadaver Lab, the Room enters the battlefield and that door unlocks immediately, putting its 'return target creature' ability on the stack. If you already control the Room and want to unlock a new door, you pay its mana cost as a sorcery. The act of unlocking does not use the stack and cannot be responded to, but any 'When you unlock this door' triggered abilities will go on the stack immediately after.

Common Mistakes

A common error is thinking you get multiple tokens if multiple cards leave the graveyard at once; the Defiled Crypt only triggers once per turn regardless of how many cards leave. Additionally, remember that if a Room enters the battlefield without being cast (such as through a blink effect), both doors enter locked, and you must pay to unlock them later to gain their benefits.

When to play it

Play Defiled Crypt early if you have consistent ways to exile or return cards from your graveyard, such as delve costs or reanimation spells. Cadaver Lab is best utilized mid-to-late game when you need to recover a specific threat that has already been dealt with by your opponent.

Interaction examples

Unlocking the Lab

You cast Cadaver Lab for its mana cost of {B}. As it enters the battlefield, the Cadaver Lab door unlocks. This triggers its ability, allowing you to target a creature in your graveyard and return it to your hand. Because a card left your graveyard, if the Defiled Crypt door is also unlocked, it will trigger and create a 2/2 Horror token.

Token Generation

With Defiled Crypt unlocked, you cast a spell with Delve, exiling three cards from your graveyard. Even though three cards left the graveyard simultaneously, the ability triggers only once, creating one 2/2 black Horror enchantment creature token.

Room Interaction with Sanguine Bond

If you use Cadaver Lab to return a creature with Lifelink to your hand and later play it, Sanguine Bond will trigger when that creature deals damage. Note that Sanguine Bond itself does not interact directly with the Room's mechanics, but the Room helps you recover the pieces needed for your life-drain engine.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Defiled Crypt // Cadaver Lab

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If a Room enters from any zone other than the stack, it will enter with both halves locked.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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