Grim Poppet

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Grim Poppet

Artifact Creature — Scarecrow

Grim Poppet enters the battlefield with three -1/-1 counters on it.

Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.

wallisface on Scarecrows

2 years ago

Some thoughts:

  • Firstly, the BIG ISSUE: Persist will not work with Grim Poppet. It will make the Poppet enter with 4 -1/-1 counters, and die immediately (there is no chance during the brief few seconds it’s in play to prevent its death, this happens before you can activate abilities or cast spells). I would suggest ditching the Persist package and trying to find another way to get this scarecrow out onto the battlefield.

  • Chainbreaker does almost nothing for you here, as its own -1/-1 counters contribute nothing, and you won’t often be wanting to invest a whole turn just removing a counter. Considering your lack of 1cmc cards, I would think Fume Spitter a better fit.

  • Lockjaw Snapper feels like a strictly worse version of Soul Snuffers. I’d suggest playing the latter, if anything.

  • I feels like your deck will often really need 4ish lands in play to achieve what it needs to. I think you need to go up to 24 lands to help ensure that.

  • Torture seems cute, but its mostly just a super-inefficient killspell. I get you can put it on the Poppet, but that’s a lot of work for little gain. A killspell feels better, or at least Grind / Dust.

1empyrean on Manascape Refractor

3 years ago

One of the things I came up with a while back was Ashaya, Soul of the Wild , Devoted Druid , and Grim Poppet . Totally unnecessary, but hilarious.

VonMuck on Hapatra Vizier of Posions

3 years ago

Hi, I'm currently running 29 creatures. Most of them have a -1/-1 counter ETB in order to constantly bring more threats and snakes while controlling the other sides of the board. I can see you added Devoted druid and his best friend Quillspike, that's nice ! Karn's bastion and sadistic obsession seem goods but I haven't tried them yet.

Here's my list, made just for you <3. Hapatra 05.07.2020 [multi]

At first sight I'll make those changes :

Midnight Banshee > Soul Snuffers Midnight banshee kills your snakes every turn and you won't be able to attack with them anymore.

Spread the Sickness > Splendid Agony Makes 2 snakes at instant speed.

Grim Poppet > Serrated Biskelion Makes the same as Grim poppet while costing 3.

Cauldron of Souls doesn't work so well since it can't save your tokens. Best way to protect your board is Heroic Intervention but is a bit expensive.

I'm not fond of boardwipes in this deck since it takes some turns to make a decent amount of snakes. Personally, boardwipe is my main nemesis when playing Hapatra, I don't want to use it against myself. Did you manage to get real value from Gaze of Granite ? I'm running Maelstrom Pulse instead but I'm curious.

See you.

HELLcaster19 on You're A Withered, Harry

3 years ago

Grind As far as I know, I havent included any infinite loops. (kind of)

Mikaeus, the Unhallowed will allow for creature wipes using any of the following 3 creatures:

Grim Poppet / Soulstinger / Grief Tyrant

Of course, you will also need Ashnod's Altar out on board to make it work :)

In a perfect world, if you also have Fulminator Mage out, you can blow up all of your opponents' non-basics as well, as long as you distribute counters from the previously 3 cards that were mentioned, on to it while Mikaeus, the Unhallowed is out.

Obviously, they will be vulnerable to removal, which your opponents will most likely do, once they realize what your doing :D I still need to hash out the deck, and add in some protection as well.

Chesu on Hapatra (Old Brawl deck)

4 years ago

It all depends on who you're using as the commander. If you're using Hapatra, Vizier of Poisons you'll really want to focus it down. Are you looking for the -1/-1 counter part of it or the 1/1 snake tokens? Hapatra can go off very quickly with snakes.

Orochi Hatchery , Sosuke's Summons , Snake Pit , Serpent Generator are all good cards, even if the last one has a high cmc.
- ( Hapatra, Vizier of Poisons or Flourishing Defenses ) + Devoted Druid + ( Ivy Lane Denizen or ( Mikaeus, the Unhallowed + ( Swiftfoot Boots or Lightning Greaves )))= Infinite Mana + Infinite Deathtouch Snakes -( Hapatra, Vizier of Poisons or Flourishing Defenses ) + Cinderhaze Wretch + ( Ivy Lane Denizen or ( Mikaeus, the Unhallowed + ( Swiftfoot Boots or Lightning Greaves ))) = Infinitely Discard Opponents (during your turn) + Infinite Deathtouch Snakes - Mikaeus, the Unhallowed + Woodfall Primus + Ashnod's Altar = Destroy all noncreature permanents + Infinite Mana -( Hapatra, Vizier of Poisons or Flourishing Defenses or Nest of Scarabs ) + Grim Poppet + Sculpting Steel = Infinite Tokens -( Hapatra, Vizier of Poisons or Flourishing Defenses or Nest of Scarabs ) + Blowfly Infestation = Infinite tokens entering and dying. NOTE: This needs to be used in conjunction with something else such as Blood Artist , Zulaport Cutthroat , or just another one of the cards listed above.

-Credit to akumawerewolf for his great Hapatra combo list.

JBecicka on Yawgmoth, A Thran Physical

4 years ago

Gutterbones Mikaeus, the Unhallowed had this typed when you started the episode and said it was on tappedout. Just got to the part where you said you cut it because it was combo. Damn, was just going to suggest Grey Merchant of Asphodel and got to that part as well.

I'd say cut Grim Poppet for a wrath like Massacre Girl or Bontu's Last Reckoning or Ritual of Soot

Jaecen on Animar, Sec

5 years ago

Card Categorization

I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.

Strategy

There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
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