Flayer Husk

Flayer Husk

Artifact — Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)Equipped creature gets +1/+1.Equip 2

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Flayer Husk Discussion

thejadefalcon on Turn 4 Emrakul

1 week ago

MorgsJ, the point of this deck is that the only creatures able to be drawn are the extreme big hitters. They do that with Polymorph or Proteus Staff by sacrificing the Germs created with Flayer Husk, Sickleslicer and Mortarpod (note how they create creatures, but are not creatures themselves. This means that the big hitters are the only things able to be grabbed with Polymorph). More creatures, of any type, would make the deck useless.

Love the idea, Steiny156!

jethstriker on Create your own character with ...

2 months ago

Helmet : Batterskull

Armor : Bonehoard

Gloves : Flayer Husk

Boots : Strandwalker

Weapon : Scytheclaw

Shield : Skinwing (The wings can occasionally function as shield)

A full pledged Phyrexian super germ.

Gerst on 2015-12-10 update of Slobad - ...

2 months ago

Ihazadeck and GobboE:

The deck's low land count means that as I am comboing off, I am more likely to draw into the gas I need. There are several reasons that the deck can function on so few lands. Most importantly, the deck has a low mana curve (currently the average CMC of non-land cards is 2.38). Second, I run an abundance of both mana rocks and cost reducers. Many of these mana rocks cost zero, so they are an effective replacement for lands, and additionally allow me to play multiple mana sources per turn. Finally, a number of the lands in the deck tap for more than one mana. When mulliganing with this deck, you never want to keep more than two lands. Having wheel effects and cheap mana rocks is the most important thing. Remember that we're aiming to kill our opponents around turn four - we don't need a lot of lands.


That is true, I am aware of and could use Flayer Husk. I have chosen not to, because it is a dead card for the most part, outside of that particular combo. I have made an effort to minimize the number of cards in the deck that have a singular use as a combo piece. Too often they will do nothing, if they don't have the other pieces to support them. Currently the only card that falls into this category is Goblin Cannon, but having a way to actually kill my opponents is necessary.

kengiczar on 2015-12-10 update of Slobad - ...

2 months ago

First time I've ever seen a Slobad deck on here and it's the morning after I learn about the card Slobad. Coincidence? I think not!

Anyways you have this combo listed for infinite mana: "Krark-Clan Ironworks + Salvaging Station + Voltaic Key = infinite mana". You could also use Flayer Husk though I'm not sure if it's worth it in EDH.

The_Riddlebox on Atog's Trinkets (Pauper Affinity)

2 months ago


I haven't even considered Vines for this deck, but I may mess with it now that you bring it up. More ways to protect Atog are nice for sure.


It's funny you bring up Ornithopter as I am always making small tweaks to the deck to see what works best, and I just a few hours ago replaced Flayer Husk with the Thopter to see if it can speed things up, also nice blocker against fliers. As far as Shrapnel Blast while it's definately great and has some synergy in this deck, it isn't legal in the pauper format as there have been no Common printing of it.

Thank you both for the suggestions and likes! Will update the deck to reflect the tweaks I have made.

kengiczar on [Community Discussion]: Modern Chat

2 months ago

So I just realized that Salvaging Station + Krark-Clan Ironworks + Flayer Husk still works with Torpor Orb out on the field.

Already had Pithing Needle @ 3 of but now I can double stop Splinter Twin as well as shut down Pestermite, Faerie Miscreant, and Deceiver Exarch. Weeee!

kengiczar on [Community Discussion]: Modern Chat

2 months ago

@ kameenook - Grinding Station works with Salvaging Station + Flayer Husk (Which otherwise needs Krark-Clan Ironworks) so I can see it in some games. I am removing Rings of Brighthearth + Voltaic Key so I have a bit of room for 1-2 coppies.

kengiczar on [Community Discussion]: Modern Chat

2 months ago

So I've found a few MUD mana combos I am thinking of trying out... which ones do you all like?

Voltaic Key + Everflowing Chalice + Rings of Brighthearth (Requires EFC @ at least 4 I think)

Salvaging Station + Krark-Clan Ironworks + Flayer Husk (Infinite colorless? Also Salvaging Station returns any of the Spellbombs or Executioner's Capsule)

Composite Golem + Nim Deathmantle (Infinite mana of any color : D )

Myr Welder + Staff of Domination + Hedron Archive

From here: Show

Of course the point of having all this infinite mana is to use Eye of Ugin to fetch Emrakul, the Aeons Torn and wreck face.

The hard part is narrowing down which support colors to run. Do we just use Urza lands? We won't be as effective as Tron at assembling them. Do we use for Trinket Mage, do we use Glissa, the Traitor + Lightning Greaves (and Abrupt Decay as well as Ancient Stirrings?) Do we use for Executioners capsule? Do we use Kolaghan's Command to get back things like Composite Golem, Myr Welder and Spellskite?

With Kolaghan's Command, Abrupt Decay, Ancient Stirrings and Glissa, the Traitor Jund sounds good, but then we are missing out on Trinket Mage + Treasure Mage and activating Spellskite will hurt like a MOFO.

The only things I think I can say we "for sure" should be doing is running Glimmervoid along with cheap hate like Pithing Needle and Spellskite as well as Mox Diamond.


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition Common
Planechase 2012 Edition Common
Mirrodin Besieged Common
Mirrodin Besieged: Phyrexia Common


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