Gempalm Polluter

Legality

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

Printings View all

Set Rarity
Legions (LGN) Common

Combos Browse all

Gempalm Polluter

Creature — Zombie

Cycling {{2B}} ({{2B}}, Discard this card: Draw a card.)

When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie on the battlefield.

Gempalm Polluter Discussion

myLAAN on Hands Matter

3 weeks ago

I suggest the ultimate jazz hander, Gempalm Polluter

dingusdingo on K'rrik, Son of Yawgmoth

2 months ago

Tyrant-Thanatos

I don't think you quite understand what I was trying to say. Black does have strong incremental draw power ( Dark Confidant Necropotence Phyrexian Arena Mindblade Render ), but for a combo deck that is trying to win on the a combo turn those cards aren't doing a lot besides +1 storm count. Black doesn't have a lot of efficient cards that read "draw cards". Blue has a whole host of cantrips that make storm a lot smoother, like Brainstorm Ponder Preordain Sleight of Hand and the like. Black has Night's Whisper and Sign in Blood , with more mediocre entries like Read the Bones or Ancient Craving . Black is lacking efficient storm draw, which is what Aetherflux Reservoir wants. The current best option for a K'rrik + Aetherflux deck is Ad Nauseum, at which point you might as well as be playing Sidisi for consistency and tutor in command zone.

No one is denying the draw power of any of the cards you listed, but please read for context. EoT trigger with Necropotence isn't doing a lot with Aetherflux when you need to be drawing and playing 15 cards for your kill on the same turn, because of 7 card hand size and exile clause you'll never have the gas in hand from JUST necro to get to 15 spells. Obviously the card would still get slotted in the deck for hand refill but don't get it twisted dude. When I say black needs better card draw for the deck, I'm being serious. Density of small black cantrips that would make an aetherflux reservoir deck work just aren't there, and the ones available don't allow you to shave enough CMC off with this commander to make playing them worthwhile. Having big draw bombs like Necro is great, but using a tutor to get to Necro is a waste when it should be finding DD or Aetherflux, and the draw effects don't dig deep or don't give scry, making it harder to draw/topdeck into the Necro.

Posts like these are why I wish tappedout had a seperate cEDH forum. No reason to incredulously "did I just read a sTrInG oF wOrDs?" or hyperlink banned cards. You didn't add anything to this conversation dude.

Dango

Life isn't nearly as important in EDH as you make it out to be, its a resource you have an abundance of and decks can't pressure 40 fast enough for aggro to be relevant. The problem isn't the life total for Doomsday, its what I said above, lack of black cantrips. Without a good pile cracker in hand or board, you're going to either have to Doomsday and pass (loss) or simply wait for your topdeck/card advantage to bring you a pile cracker. You do make a good point that the piles don't have a lot of flexibility though, its pretty much the pile I listed or a Rings of Brighthearth + Basalt Monolith + Exsanguinate pile. Mono Black DD piles also run into the problem of crumpling under any interaction, which makes them not very appealing.

SynergyBuild

The use of Barren Moor is a great find. There are a small handful of 1 CMC black cycling cards, Fade from Memory Horror of the Broken Lands Lurching Rotbeast Razaketh's Rite Scarab Feast with an honorable mention to Gempalm Polluter and Street Wraith . Unfortunately most of these run into the problem of digging 1 card for 1 mana and being low card quality outside cycling, but this definitely opens up some deckbuilding ideas.

Funkydiscogod on Shared Fate theme deck

3 months ago

I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.

So, what you want are cards that break the symmetry:

  • Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.

  • Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.

  • Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.

  • Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.

  • Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.

  • Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer  Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).

  • Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.

  • Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.

  • Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.

You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.

McToters on The Black Parade

3 months ago

Automatic +1 I support all Grimgrin players! I’ll start by saying there are a lot of ways to go about winning with this deck. As you described in your intro this deck can go tall semi-voltron or go wide with zombie tokens. It is very flexible in that sense and also, a helluva deck to make comebacks as well. It is a very very good late-game deck with the right cards.

As you will see (if you check out my list) you will see I use Arcane Adaptation to give me some flexibility with what creatures I can play. Creatures like Grave Titan , River Kelpie , and Wonder . I highly recommend Buried Alive as a cheap affordable tutor so you can always search for Gravecrawler and Wonder if you decide to use it. The great thing about Buried Alive is zombies want to be in the graveyard so it helps a lot.

I know they are pricey but I cannot stress enough how amazing Cabal Coffers and Urborg, Tomb of Yawgmoth is. Nykthos, Shrine to Nyx is slightly more affordable but also really really solid.

Also, Ashnod's Altar and Altar of Dementia are very handy sac outlets especially if you use Dictate of Erebos and/or Grave Pact . Saccong creatures to Ashnod’s gives you the ability to make mana and destroy creatures if Erebos or Pact is out. There are some really neat combos with those and Gravecrawler in particular.

I enjoy using Dream Halls for value and because ai love the card but not necessary. Of course take all suggestions with a grain of salt but i think the sac outlets and enchantments that make opponents sac creatures when yours die are must haves in zombies!

Personally I have ended the majority of games with Shepherd of Rot , Gray Merchant of Asphodel and Gempalm Polluter which i noticed you already have! I would research the Gravecrawler combo because that would be another way for you to finish games as well, applied in the right ways.

Here is my Grimgrin deck for inspiration or if you want to give me any suggestions!

McToters on Ertai, The Corrupted

4 months ago

Nice list! Seems really tight and refined overall!

Not zombies but when I ran Ertai I had the Guile + Dovescape combo and it worked really well. My deck was enchantments based, not zombie based. So I ran cards like Hatching Plans , Intruder Alarm and Opalescence .

Josu Vess, Lich Knight is a great late game zombie token generator. He actually just won me a game a few weeks ago paired up with Gempalm Polluter . Gray Merchant of Asphodel is a sweet zombie too if you’re running enough devotion.

Shout out to Shepherd of Rot possibly my favorite zombie card ever, and if it hasnt happened to you yet—get ready. He’s been the reason I’ve been the cause for many tied games!

+1

Dazzla on Scarab god

7 months ago

Given the number of zombies you are running, putting in a Gempalm Polluter may be worthwhile.

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Gempalm Polluter occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%