Engineered Plague

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Uncommon
Urza's Legacy (ULG) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Engineered Plague

Enchantment

As Engineered Plague enters the battlefield, choose a creature type.

All creatures of the chosen type get -1/-1.

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Engineered Plague Discussion

SaberTech on Pattern Recognition #63 - Phyrexia, ...

1 month ago

I think that one aspect of the original Phyrexians that you could have elaborated on in regards to their ideology is their use of disease, because it sets up a nice contrast to how Phyresis itself is seen as a disease in the Scars of Mirrodin block.

Phyresis was a response to disease, an attempt to strengthen the weak and dying. Phyresis was intended to be a treatment. So why, during the Invasion, did Phyrexia employ Engineered Plagues as one of their primary weapons in the war? The logic behind it is that Phyrexia seeks improvement, and so goes the old cliche, "What doesn't kill you makes you stronger." In the face of disease, the weak die off and the strong remain to multiply and make the species stronger as a whole. Phyrexia doesn't seek improvement by working on and strengthening weak points, it removes and replaces them. Phyrexia starts the process with disease because that is where Phyresis itself began and Phyrexia sees itself and the culmination of its past as the steps needed for perfection to be reached.

Now contrast that to how the Glistening Oil is portrayed in the Scars of Mirrodin Block. Phyresis is treated as an infection itself, corrupting all that it touches. Mirrodin's nature of merging organic life with metal, most likely inherited from the oil within Karn, was already a watered downversion of what the oil was originally intended for. Phyresis in New Phyrexia grew into its current form, as opposed to the purposeful reconstruction that defined Yawgmoth's Phyrexia. New Phyrexia's history and character is defined by the act of taking, where as Yawgmoth's Phyrexia, in an odd way, is based around a twisted characterization of giving.

Yawgmoth's Phyrexia forced their opponents to come face to face with the sort of power that they themselves could achieve if they wished. It presented the temptation of the Faustian bargain. The New Phyrexia instead taps into the existential fear of the zombie infection, where danger potentially lurks just below the skin and the odds rise exponentially against you.

@ berryjon If you ever have the time, I think that it might make for an interesting article to compare the ideologies of Yawgmoth's Phyrexia with those of the Simic guild under the leadership of Momir Vig, Simic Visionary. Both seek improvement in a manner free of moral constraints that most people would probably find horrifying. Momir's Simic always felt like proto-phyrexian mad scientists to me, although the lack of interest in artifice certainly gave it its own unique (if perhaps less impressive) flavor. It would be fun to see what an entire plane subjected to the guiding hand of the Simic would look like, so that we would have a more even scale to compare the outcomes of Simic ideology versus those of the Phyrexians. I'd be really interested in hearing your opinion regarding the two.

elfric on Reaver - Silas/Tymna Stax

3 months ago

hi there - a couple of questions and suggestions:

are scrap trawler and myr retriever good enough? or are you depending on recursion so much?

what do you want to entomb? i mean yes your commander...artifacts... but thats durdling so much. imperial seal is the better choice here imo.

trading post and divining top cost lots of mana. in stax i would rather have some impact spells instead of durdling too much. i mean top atleast combos with counterbalance but you are also light on shuffle effects. on the fly i have no cards to recommend in that spot but i guess the should be better manasinks to abuse under rule of law effects.

on the good side though as you play more basics intead of all fetches for b2b its very good spot to play Leonin Arbiter. even most singlecolordecks play all 4 fetches and you only play the best 3.

i dont like chain of vapor as it can turnout to lose a card you cannot afford to lose as a trade.

artificers intuition is another manahungry "do (nearly) nothing" but some rare times hit the toolbox hatebutton. same with tolaria west. you tutor at 3 mana for ramp? or is toolboxing between hatecards or slow durdle profit you that much. imo if you tutor in stax you want to make it a bomb. otherwise spending mana to do what you want to do anyway isnt the ost manaefficient way. sometimes its better to come with redundancy and just draw the cards, cast em and your good. combo needs specific cards but they win if they resolve those. if you tutor for combos that dont even win you should probably not tutored for them but played some card like that instead of bad tutors.

have you thought about Hope of Ghirapur?

and now the thing that sprung to mind the first when i saw your deck: where is Mishra's Workshop?

if you add workshop you should also consider Uba Mask / Mindlock Orb. VERY potent stax cards

i see jitte but no creature wipe. Perish, Engineered Plague, Zealous Persecution toxic deluge?

and last question : is ravager really good here?

btw i came for the Mana Vortex. have a nice day.

GeeksterPlays on Help With Protection Card Rules

4 months ago

Depending on the colours you run and how much you're wanting to build a deck just to combat that specific token threat, there are lots of answers to pesky token-making decks.

BLACK: Illness in the Ranks, Bile Blight, Engineered Plague, Massacre Wurm could just kill him on the spot, Echoing Decay,

BLUE: Leyline of Singularity, Stifle his Krenko, AEtherspouts attackers, Cyclonic Rift overloaded, Wash Out choosing red, Stormtide Leviathan, Echoing Truth

WHITE: Path to Exile Krenko, Wrath of God, Day of Judgment, Fumigate, Planar Outburst, Lightmine Field, Magus of the Tabernacle, an Elesh Norn, Grand Cenobite will stop him playing anything ever again, Magus of the Moat, Ghostly Prison, Leyline of Sanctity stops all burn spells

MULTICOLOUR: Supreme Verdict, Merciless Eviction, Pernicious Deed,

ARTIFACT: Ratchet Bomb, Scourglass, Maelstrom Pulse,

Or play dirty and play RED back against him; Blasphemous Act, Volcanic Fallout, Pyroclasm, Anger of the Gods, Scouring Sands, Circle of Flame, Mob Rule and take all the goblins and kill him with them!

Durkle on Illusionary Horror (Torpornought)

5 months ago

Yeah that makes sense on the Dark Rituals I suppose. Keep in mind, any input that I have is hypothetical, I haven't actually played the deck myself. Still, I can't help but feel like having the option to just go balls-out with a turn 1 dreadnought seems too good to pass up. Not saying I'm definitely right, it's just a feeling. Besides, like I said, you don't have to just go for a ritual into an orb into a dreadnought every time. Going ritual into thoughtseize and hymn is another line, and is guaranteed to not million-for-one yourself.

Also, another argument for adding more fetches and possibly bauble that I realized after posting my comment: more fetches means more ways to trigger revolt on your fatal pushes.... Not that there are a ton of 3-4 mana creatures to worry about in the format, but still, having more options is always a good thing.

As far as sideboarding, this is a deck where I think slamming 4 Leylines would be best. Tormod's Crypt and Spellbomb don't actually STOP reanimator or dredge, they just slow them down a couple turns. Leylines stop them dead in their tracks. Also, it's extremely easy to board things out in those matchups to make room for 4 leylines. Especially push, which is underwhelming in both matchups. Decay can at least get a Animate Dead or something. Leylines also get a little better if you decide to add ritual since it becomes a little easier to cast if you end up drawing them.

I think the rest of the sideboard completely depends on the meta you're playing in. Green and Black give you a lot of options. Maelstrom Pulse is a good catch-all. Engineered Plague, Perish, Toxic Deluge, etc all seem good in a creature-heavy meta. Random things like Pithing Needle are probably good. Choke is savage against blue decks. Golgari Charm Is pretty versatile, as it can save all of your dudes, get rid of an opponent's problem permanent, or even kill all their little guys. Extra targetted hand disruption could be good. There's no shame in playing straight-up Duress, since you're probably not scared of their creatures anyway. Everyone's so hesitant to give duress any love because it looks like a budget option, but it's actually incredible most of the time. If you end up shaving any pushes/decays from the main, I'd probably put whatever you shaved into the side.

Not sure how helpful all that that actually is, but hopefully it at least gave you some ideas.

SteelSentry on Most Flavorful Phyrexian Cards?

5 months ago

Life's Finale, Phyrexian Rebirth, and Black Sun's Zenith are all good board wipes, the first one especially if you intend to run reanimation effects (like Reanimate or Phyrexian Delver, two other flavor cards). Engineered Plague is good if tribal is big in your meta, and Reprocess isn't bad either. Less played options that can be okay are Phyrexian Infiltrator and Phyrexian Etchings. Phyrexian Metamorph is an all-around good card. Phyrexian Totem is, frankly, a bad mana rock, but hey, it's Phyrexian. Torpor Orb is also Phyrexian, but I would not add it if it hoses you. Soul of New Phyrexia is pretty good in EDH.

berryjon on Pattern Recognition #51 - Morph

6 months ago

Morphs, by definition, have no creature type. The general effects that go with that mean that, no, Conspiracy or Engineered Plague don't work on them. And because the actual Morph effect is on the face down side of the card, Muraganda Petroglyphs does work with them.

LVL_666 on Stupid Selenia Suicide

9 months ago

"Absolute garbage deck with little to no chance of winning" - well not with that attitude! I kid, but in all seriousness, it sounds like you're having a tough time with your deck. I guess it'd be safe to assume you ha ve no reliable wincons. So, we have two options here - you switch commanders, or try and figure out something what can enable you to win. I'll give you my thoughts on each option:

Switching commanders: So, you have a commander that's an angel. To my surprise, she's the only WB angel there is. Go figure. So every other option is non-angel...but you do have some very interesting choices.

Mind you, I didn't list all of the cards because IMO, these are probably the more popular choices and the most expensive (sorry!). The idea behind choosing a commander is choosing a creature that speaks to you. Something you like about the way they play, what they embody stuff like that. If you have any thoughts regarding any of the previously mentioned cards, let me know and we can try to build a deck that's more centered around it.

Figure out something - so if we stick with Selenia, Dark Angel as our commander I think the most reliable way to get her to win is to voltron her up. Basically, we'd just rely mostly on just her winning us the game. So we would use cards like:

Just to name a few. The idea would be that your commander would be so well equipped that she'd be nigh impossible to deal with for hte rest of the table. Additionally, you'd have to have a means of protecting yourself. Cards like:

Just to name a few. But the idea is that you build up a defense while your opponents have to deal with your commander who will stand vigil in front of the wall you build. As you constantly equip and build her up, she becomes a legitmate threat on the board. Of course, there are other creatures that are better suited to this strategy, but given what she has this is the best I can come up with. I'm sure there are smarter people out there that would have better ideas though. Don't give up!

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