Graf Rats


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Eldritch Moon Common

Combos Browse all

Graf Rats

Creature — Rat

At the beginning of combat on your turn, if you both own and control Graf Rats and a creature named Midnight Scavengers, you may exile them, then meld them into Chittering Host.

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Graf Rats Discussion

Triton on Filthy Casual

3 months ago

AndWelcomeToTheJam I'll make the swap, the reasons for Star over Sphere are pretty narrow, as you mentioned and if it does happen, it happens. Innocent Blood is more efficient, and as you mentioned, it is another card type for Delirium. Nausea I will add in the sideboard since it is a good board wipe against said decks.

Recover819 I think Werebear is awesome for this deck, but Moldgraf Scavenger does have some tight competition with it. I'll be able to free up some space for the Dead Weights, probably two in main and side (I'll be working on sideboard after the mainboard in a bit). The Graf Rats + Midnight Scavengers combo is cool, and I may add it in depending on how fast I can achieve the combo. I'll definitely add in the artifact lands, because they really help with Delirium.

Thanks for all the suggestions!

Recover819 on Filthy Casual

3 months ago

Gotta have the Werebear!

Dead Weight at least in the sideboard.

Graf Rats + Midnight Scavengers for your inner johnny.

clayperce on Official missing/incorrect card/token thread

6 months ago

Conduit of Storms is not tied to its back face, Conduit of Emrakul.

Also, could you tie the meld cards to their back faces? I know they don't really transform, but it would be SO nice in playtesting if I could flip Hanweir Battlements or Hanweir Garrison over and see Hanweir, the Writhing Township.

Same with Graf Rats + Midnight ScavengersChittering Host and Gisela, the Broken Blade + Bruna, the Fading LightBrisela, Voice of Nightmares


Flakdragon on Rattastic

6 months ago

Alright, I'll start with the stuff I really think works, and work my way down.

As I said before, I think cards like Whip of Erebos, Bad Moon, Coat of Arms, and Archetype of Finality are super sweet, because they turn even 1/1 rats into legitimate threats. Also happy to see Ogre Slumlord, Ratcatcher, and Patron of the Nezumi in here. I think you hit most of the really great rats, though some to look at might be stuff like Chittering Rats, Gnat Miser, Lab Rats and Rotting Rats. Others to look at might be Rancid Rats and the super-spicy Graf Rats. And of course, Relentless Rats

Skullclamp is great, and will win you many a game off the back of card advantage.

You also have a good mix of wraths and spot removal. You're perhaps a bit heavy on spot removal, but since the deck likes to go wide with tokens, having spot removal to take care of problem cards might do a better job, since this way you're not ruining your board state.

Crawlspace is such a flavorful card in this deck I'm not even mad that it does only mild things. 10/10Now for the less than perfect stuff:

I think you need to cut some of your noncreatures. Marrow-Gnawer really wants a certain critical mass of creatures in order to do anything. Right now, a little less than a 5th of your deck is rats. Which means that a beginning hand will have 1 or less rats in in. Because of how Marrow-Gnawer's ability resolves, you need at least 3 rats, including him, to increase rat numbers. I drew a few sample hands, and this seemed like a common problem, though my sample size is small.

The land base is a little lackluster. Serviceable, yes, but not exciting. Black is very good at going big with its mana, and cards like Cabal Coffers, Crypt of Agadeem, and Lake of the Dead can go a long way. Urborg, Tomb of Yawgmoth, Mutavault, Westvale Abbey  Flip, Leechridden Swampand Bojuka Bog all also advance your game plan. Glad to see Swarmyard in there though. Card is nuts.

I do like Rings of Brighthearth and Illusionist's Bracers. They are fun and interesting cards. I'm not sure we need both, or if the effect is strong enough. But I would watch those cards.

I feel like perhaps you did go a little too hard in the paint with wraths. 7 wrath effects in one deck is a LOT, and they up your curve while also making it hard for you to build up rats. Cards like Grave Pact and Attrition fill the same role, for a bit cheaper, and without losing your whole board every time.

I'm on the fence about Jet Medallion and Door of Destinies. On one hand, they do both play to the gameplan. But at the same time, most of your black spells are already cheap, and you're not going to be casting too many rats. Mostly you'll just being making tokens, which does not trigger the Door.

And for my big issues:

Quite a few of your cards do not play to the game plan. Lashwrithe is a great card. But its not a rat, it doesn't synergize with rats much besides make one of them big, and costs a fair bit of mana. Conspiracy is a realllly bad card in tribal decks like this. Essentially, you're paying 5 mana to make Ratcatcher have fear. When all but 4 cards in your deck are rats, there's no need to turn those four into rats. Dark Privilege, Necromancer's Magemark, and Visions of Brutality are all just not very good. Grim Harvest looks great, but if you read closely, it makes you pay that whenever a creature dies or Grim Harvest exiles itself. This is actively anti-synergistic with Marrow-Gnawer's ability.My advice at this juncture:

1) Up your creature count. I don't know precisely what you want to cut, but a tribal deck like this wants its tribe.2) Try to lower your Converted Mana Cost a tick. Not by much, since commander is a bit more of a forgiving format, but a little. You want closer to 3 than 4 (You can find your Average CMC below price lists near legality and stuff)3) Take a crack at expanding your mana base a bit. There are plenty of great cards to tinker with.4) Don't be afraid to make cuts, and don't be afraid to ignore my advice.

Some Suggestions:

Phyrexian Arena, Patriarch's Bidding, Plague of Vermin (For the luls), Eldrazi Monument, Akroma's Memorial, Urza's Incubator, Black Market, Greed, Gauntlet of Power, Thousand-Year Elixir

DukeofSam on Forest of Lost Souls (Delirium)

7 months ago

Theme/Style: Important in all decks but especially so in budget decks. Typically if you aren't playing very expensive cards that are the best in their own right you have to try and make the most out of synergies and combos to make your deck good. You can either do this by committing heavily to a mechanic such as delirium (which gives you great pay off if you can get 4 or more card types in your graveyard) sacrifice synergy (my personal favourite, kill your own creatures for value with cards like Nantuko Husk, Smothering Abomination and Zulaport Cutthroat) or aligning your strategy to that of the colour combination your playing. Traditionally for this means grinding your opponent out by getting more value out of your cards than they do. Typically you'll be answering their threats bringing important things back from your graveyard whilst slowly building board pressure. Deathtouch is a great mechanic for this as it allows even your smallest creatures to stay relevant and trade for their biggest. Here is a link to all standard cards that will help you eek value out of your graveyard, ideally you want to choose cards that also do other things as well as this is how you will win the "value" game. That isn't to say that cards that only return things from your graveyard aren't useful as they give you alot of versatility in what you choose to take back with them but bear in mind you aren't affecting the board state by just returning a card so it can result in you falling behind in tempo. Pulse of Murasa (which you've already included is an example of a good card that does this as it more than compensates you for the time you spent casting i by restoring a significant amount of life, it's also an instant which means you can hold up mana in-case something else demands your attention (even if you're just bluffing a kill spell) and then cast it on your opponents end step if you still have the mana up. Cemetery Recruitment is a less good example in this deck I feel as you have very few zombies to get that "draw a card" compensation. I would recommend either increasing the number of zombies you run (Baloth Null and Cruel Revival would also be great if you wanted to do that) or finding a better alternative that is more likely to give you a "two for one", Foul Renewal for example can kill a creature and get you one back.

Creatures: I won't direct you too much in terms of your creature choices as there are a huge number to choose from for all price ranges. Look on any card data base (such as the one on this site) and you'll find an overwhelming selection. Just bear in mind things such as curve, synergy, value and board presence. Some personal budget favorites in these colours: Catacomb Sifter, Distended Mindbender, Elvish Visionary, Graf Rats + Midnight Scavengers, Shrill Howler  Flip, The Gitrog Monster, Ukud Cobra

Interaction: The only major concern I have about your deck as it stands is that as a colour combination is typically not fast enough to beat someone in a typical damage race. I like what you're doing with equitable menace abilities and a generally high toughness creature line allowing you to force through one of your own creatures whilst holding down the fort with the rest. I fear this won't work against decks that try to be much faster or go much bigger than yours. In order to survive to the point where you can out value your opponent and win with medium sized creatures you'll need to have real answers to your opponents win conditions. This: Grasp of Darkness, Ultimate Price, Cruel Revival, Murder and removal options like that.

Lands (the backbone of any deck): Having a two colour deck makes things nice and simple for obvious reasons. The two best lands in standard in your colours are Llanowar Wastes and Hissing Quagmire; it's great that you've already got some Hissing Quagmire the 2/2 deathtouch ability is brilliant, many opponents will be too scared to attack you with their big creatures in the mid game if you hold up mana for it and you can often sneak in some nice hits with it as well. I wouldn't bother getting any Llanowar Wastes as they'll be rotating out of standard in a few weeks but if you have any it's worth noting that it's a very good land and sometimes the ability to tap for and on the turn you play it can make the difference between winning and loosing. Foul Orchard is a solid choice in budget and full priced decks alike and I would recommend replacing some forests and swamps for them. Including more two colour lands in your deck will not only ensure you get colour screwed less often but it should also free up some space for some utility lands, such as: Warped Landscape/Evolving Wilds (great for deck thinning, colour fixing and getting lands into your graveyard for effects such as delirium), Westvale Abbey  Flip (an incredibly powerful land that can win games on it's own but doesn't provide you with coloured mana), Blighted Fen (A removal spell that you can use for mana until you need to kill something!), Spawning Bed (Tokens!), Rogue's Passage (sneak your biggest creature through a massive board stall) and many more. Hopefully you'll be able to see the advantage of sorting out all the colours you need through multi coloured lands such that you can play very powerful lands that don't give you coloured mana but do have other very useful effects. I don't know how good you are at maths but typically a 90+% chance of having access to 4 lands with enough of each colour by turn 4 is a good target.

TL/DR: Commit to a strategy to make the most of budget cards. Have a clear way to win. You're in so look to outvalue your opponant. You could use some removal. There are some more budget duel lands you can fit in to improve your mana base. Sorry for any typos/ terrible writing style. Have fun!

lmallam on Gotta Meld 'em all!

8 months ago

Looks interesting but I don't think the best way is to try all the meld cards.

I can see Graf Rats / Midnight Scavengers and the Hanweir Garrison / Hanweir Battlements going in the same deck. Since Midnight scavangers can get both graf rats and Hanweir garrison back from the graveyerd it gives you more chance of getting one of these combos together. I would try a red/black theme with 4 of all of these (and 4 battlements) plus some removal and good supporting creatures?

DivineGuide on Why so DELIRIOUS??!!?!?!?

8 months ago

ok, i changed up the deck list a little bit.

Added 1x Emrakul, the Promised End, 1x Deathcap Cultivator, 4x Soul Swallower, 1x (more) Gnarlwood Dryad, 1x Mindwrack Demon, 1x Ishkanah, Grafwidow, 1x Strange Augmentation, 2x Autumnal Gloom  Flip, 2x Blighted Fen, 2x Swamp.

Removed 2x Forest, 2x Drownyard Temple, 3x Ultimate Price, 2x Graf Rats, 2x Midnight Scavengers, 1x Wild-Field Scarecrow, 1x Crop Sigil.

Moved the Mournwillows to the sideboard, the Delirium trigger wasn't very relevant during the multiple games I tested with it last night. Thoughts shepherdofire?

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