Core Prowler


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Uncommon
Mirrodin Besieged: Phyrexia (MBP) Uncommon

Combos Browse all

Core Prowler

Creature — Horror

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

When Core Prowler is put into a graveyard from the battlefield, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)

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Recent Decks

Core Prowler Discussion

FlyingBison on Aisling’s Atraxa Infect Test

1 week ago

So, the first thing to do is make sure there are enough lands in the deck. A four color deck with multiple mana sinks is going to need 38 lands. If the mana curve is lowered by these edits, then a case could be made for 37, but for now it’s best to aim for 38.

This means 7 cards have to be cut. These cards should not come from necessary categories, since some of those actually need more.

  1. Viridian Betrayers is way too easy to kill and block in the late game, and will often not have infect during the early game, which is really the only time it can do good work.

  2. Flensermite is too little impact for the cost. The Lifelink isn’t worth it and there are plenty of other cheap infect creatures.

  3. Followed Footsteps is something I always want to work, but it hardly ever does because it is so easy to deal with. It can be dealt with using anything that can destroy enchantments OR creatures, or even something that flickers or returns a creature to your hand. On top of that, you don’t even get your first token until your next turn. You should check out Helm of the Host if you really like that effect.

  4. Necropede doesn’t have a good enough pay off, and you have other better two drops with infect. This also doesn’t have evasion. Early game you might not play it right away to ramp instead, and then it gets blocked easily by turn 3 and beyond. The extra -1/-1 counter isn’t necessary when every infect creature can give them just the same.

  5. Ichorclaw Myr, pretty much for the same reasons as Necropede.

  6. Spinebiter costs way too much for what it does. It may be able to get through and get someone by surprise, but probably only once. It takes too much set up, and there are only a few ways in the deck to make sure it raises it’s power or can attack right away. This may be something to revisit later if you find ways to use it more effectively, but so many of the other infect creatures are more efficient or way more powerful.

  7. Core Prowler is too expensive for what it does and there are way better ways to proliferate reliably in the deck.

These 7 cuts will bring you to 38 land slots.

Head CoIIector on Scorpion God wither

2 months ago

I love the overall idea. Mine is very new and rough around the edges (haven't even picked up a sol ring for it yet) but I tried to put in some options to make the death triggers happen more quickly that you might want to think about. Things like Deathbringer Thoctar and Archetype of Finality. If you are curious about my list this is it. but I think the archetype would be perfect with Warstorm Surge, Everlasting Torment, and Nest of Scarabs. Sick combo. Also a big fan of Necropede and Core Prowler for creature options and Puncture Blast and Volt Charge for red counters as a whole.

MegaMetagross on Can Someone Explain Why This ...

4 months ago

A) I can't know that you replied to me if you don't tag me

B) 8 mana means turn 8 if a deck doesnt invest in ramp.

C). I never said infinite draws isn't good. so im confused what prompted your response of "in what world is infinite draws not good(?)"

D) for your 3rd combo, you would also need a way to prevent Core Prowler from gaining the -1/-1 counters from persist, such as a Melira, Sylvok Outcast. you also need spells to cast for Paradox Engine. it triggers when spells are cast, not when something enters the battlefield.

ersatz_olorin on Can Someone Explain Why This ...

4 months ago

Magistrate's Scepter seems super easy to break, especially in something like an Atraxa deck.

For Instance:

  1. Pay to put one counter on it.

  2. Contagion Engine Puts 2 more

  3. Atraxa puts one more which leaves 4 counters on it, which means infinite turns.


Dramatic Scepter + Inexorable Tide + This = infinite turns


This + Core Prowler + Paradox Engine + Cauldron of Souls + any sac outlet = infinite turns

Admittedly that last one is janky but still works, and these are just off the top of my head, why is this card not seeing more play?

HashMasta on Slimefoot, the Stowaway

5 months ago

I noticed a lot of this deck revolves around a lot of counters. maybe add some proliferate engines like Contagion Engine, Core Prowler, and Contagion Clasp

Druidic Satchel is a good card for this as well

You could use basic mana rocks like Sol Ring Golgari Signet or your more expensive ones like Mana Vault, Thran Dynamo, Mana Crypt and bla bla bla :p

I also think you could find room for Skullclamp instead of Altar's Reap

of course you will need Doubling Season and Parallel Lives when you get the money.

Night Soil would be a good graveyard hate card for this deck

Westvale Abbey  Flip would be a great include, along with Gaea's Cradle for when you really have money lol

Craterhoof Behemoth is gonna be a win con if you can get it off. would get some Chord of Calling, Worldly Tutor, and Green Sun's Zenith to make sure it happens. Natural Order and Survival of the Fittest would work to

would also get Demonic Tutor Diabolic Tutor and stuff like that.

I know i was rambling with ideas but just thoughts not necessaries (except a few).

Suns_Champion on Tales from the Yawning Portal: Yisans Story

7 months ago

Hi friend! Looking good so far! Some thoughts:

Add Gaea's Cradle to go along Growing Rites of Itlimoc. You don't need to be told why lol. If you do throw in Voyaging Satyr, who also just goes well with Nykthos and Rites.

Throw in Birthing Pod from the maybeboard. Seems like a good way to mimic your commander in a way.

No Swiftfoot Boots?

Rings of Brighthearth and Magewright's Stone were suggested for my Brion deck a lot and they seem to work here.

Concordant Crossroads is an interesting one. Now you can grab all the creatures turn of and start attacking, and all the creatures you cast have haste. Little risky but may pay off for you.

Finally, some proliferate effects like Core Prowler, Contagion Engine, and Contagion Clasp might be good if you want to ramp into the bigger things faster. Maybe you want to curve up though so I don't know.

Possible cuts: Temur Sabertooth, Ramunap Excavator, Vitalize, Triumph of the Hordes, Bow of Nylea.

Good luck! Can't wait to play against it!

magicsheep on Black Green -1/-1 Counter Deck

7 months ago

First of all, good synergy but Skullclamp is NOT legal in modern! It's banned for a reason, but it's legal in Vintage and Commander. Now, to my suggestions. A Core Prowler uses infect, not wither, but the proliferate ability when it dies is very powerful. Grim Affliction is an excellent proliferate card, that would allow this deck to double the amount of -1/-1 counters on all other creatures. Spread the Sickness is another recommendation because it does removal and helps spread -1/-1 counters on the battlefield. Plaguemaw Beast can be very strong if used properly. Contagion Engine is a good proliferate card, except it does cost 6 mana and is more practical as a later game card. But, if you use it correctly with Sudden Spoiling by making them all 0/2's, so play Sudden Spoiling and then Contagion Engine, putting 3 -1/-1 counters on the 0/2's (spoiler alert: they die) and you've board wiped their creatures. Side note: Throne of Geth does not have a great number of artifacts in this deck to sacrifice but it can sacrifice itself, so it's basically a :,Proliferate. This ability can only be activated once (obviously, since you have to sacrifice it) but its not a bad card to add at least one. Maybe remove the Boggart Ram-Gang because it's unlikely you'll get it on turn 3, and by then the haste will be useless?

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