Hex Parasite

Hex Parasite

Artifact Creature — Insect

: Remove up to X counters from target permanent. For each counter removed this way, Hex Parasite gets +1/+0 until end of turn. ( may be paid for with either or 2 life.)

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Have (2) Azdranax , metalmagic
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Set Rarity
New Phyrexia (NPH) Rare

Combos Browse all


Format Legality
Oathbreaker Legal
Noble Legal
Commander / EDH Legal
Unformat Legal
1v1 Commander Legal
Casual Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Leviathan Legal
Canadian Highlander Legal
2019-10-04 Legal
Penny Dreadful Legal
Magic Duels Legal
Duel Commander Legal
Vintage Legal
Modern Legal

Hex Parasite Discussion

DuTogira on The Immortal Mr. Mittens

1 week ago

PurePwnage SynergyBuild isn't a troll, just a very well informed player who doesn't sugarcoat anything. They're not wrong about their arguments, although many of their suggestions might take the deck down a path that I'm unwilling to take it.
Regarding board wipes, removal shouldn't be a part of this deck. If it is, then I can't really justify running a 6 mana enchantment combo whose primary purpose is to invalidate creatures.
Greater Auramancy might be ok as sideboard tech, but it definitely shouldn't be run maindeck as Nine Lives already has hexproof, which is its primary advantage over making 'just another Phyrexian Unlife combo deck'. Additionally, the whole point of my counter-magics are to invalidate enchantment removal while providing additional flexibility. Greater Auramancy is just more narrow.
Let's also be realistic here because too much redundancy is also a bad thing: What modern deck runs Thoughtseize, Blood Moon, AND Oblivion Stone? Thoughtseize is annoying, but most aggro decks don't run it. Jun[d/k] run it, along with assassin's trophy, but jun[d/k] are two of the biggest natural predators of combo decks due to the heavy and diverse disruption suite they run. I'd rather not invest too much into fixing a bad matchup, other than maybe including some Greater Auramancys in the sideboard.
Blast Zone is my biggest actual threat. Pithing Needle can fix that, and so can some Ghost Quarters, so running some of those in the sideboard may be worthwhile. Based on the number of decks running Blast Zone, Pithing Needle may even be worth mainboarding instead of Hex Parasite.
With that tech in the sideboard to help ameliorate bad matchups and cards that are very hard to answer, any remaining threats can (hopefully) be countered, and I'm left with a few slots to reinforce matchups that might flip after the sideboard.

DuTogira on The Immortal Mr. Mittens

1 week ago

Hex Parasite is a silver bullet and Swiss Army knife put together in this deck. You cite Blast Zone and Ugin, the Ineffable as problem cards. Parasite deals with those, and can remove counters from nine lives. I don’t run black, but by paying 2 life (which is life loss, not damage) I can remove counters from Nine Lives. One or two black sources may be prudent, but the fishbowl won’t tell me that. I can also bounce Blast Zone with Cryptic Command (again, not an answer) which slows down that particular threat enough to where I can hopefully finish a game 1 with Kefnet in time.
Kefnet is here as a very pesky, slightly faster clock than emrakul. Since he has evasion and inevitability built in, he helps close games against many more aggressive/midrange decks quickly, so that they don’t have time to draw outs.
You cite Abrupt Decay, but that can only target Solemnity, not Nine Lives. If I play right, I can either use Cryptic Command to bounce my own solemnity, or can replace the enchantment with a second copy next turn. I’m a firm believer that this deck should run no creature removal by nature of the lock, and that this lack of removal is what justifies spending card slots on the lock itself. If the lock isn’t strong enough... well then I really should just be playing U/W control instead.
As for pesky walkers and lands like Blast Zone which really can ruin my day (as can Oblivion Stone) the post board hope is that some Pithing Needles and my countermagic are enough to play through. Otherwise... rough.

I do appreciate that you’re trying to help me make this deck as good as possible, but I’d rather not go too far down that rabbit hole, as it’s very likely that the most competitive version of this deck just cuts the enchantments and becomes Yorion U/W control.

SynergyBuild on The Immortal Mr. Mittens

2 weeks ago

Sadly, even though I have no fault with that sentiment, the description says that many lists completely lack Enchantment removal, which after checking nearly none of the top decks lack it, as was my point. The other point was that the "few" that could didn't have the ability to resolve it through countermagic. One Blast Zone breaks the countermagic and doesn't care about counterspells, so assuming that the 2-4 copies in most Eldrazi Tron lists, which along Azorius Control and Jund (I thought junk was abzan, but I could be wrong?)

Checked the metagame and found that at least 62.56% (maximum 75.54%, 12.98% is considered "other" and I didn't bother looking into it) could resolve some amount of Enchantment removal against this deck relatively easily. Assuming it couldn't win without the lock (no walkers, sweepers, efficient removal for creatures, efficent wincons, etc.), and most of the time it either wouldn't hit the lock, wouldn't easily handle interaction (little backup if it is interacted with), or not resolve it (over half the less than 40% of the metagame it "preys" upon, with minimal enchantment interaction have strong discard or countermagic bases, like Storm, Red-Black Discard-Burn, a popular Lurrus build showing results, etc. that still beat the combo) and so an estimated 30% winrate game 1 winrate, and 12% winrate for the deck overall, as best of 3 exponentially increase the chances of sided in interaction, that this deck just doesn't handle.

Personally, making the additions of Supreme Verdict, Path to Exile, Celestial Colonnade replacing Emrakul, the Aeons Torn. Wall of Omens fits well in slowing down other decks aggro, while digging for the combo, etc. Even more cantrips could help, but splashing green for a big Uro, Titan of Nature's Wrath could be both a good value piece, wincon, and way to survive while digging for the combo!

Otherwise I don't see Hex Parasite being great, as you don't have black mana, and while it answers opposing walkers it just doesn't synergize with the list much when you have to pay life to "gain life" or more accurately "prevent damage", additionally because you can't pay life you don't have (you can't pay life into negative numbers with a Phyrexian Unlife in play even) it just doesn't do a lot later on when a good walker would beat this list.

I honestly don't get Kefnet, but if you do have a reason for it I could be swayed, it's a grindy value engine, and fits with some themes, but just doesn't seem strong with the base of cards I see. I hope my advice helps, I love the list and want it to work!

DuTogira on New Combo

1 month ago

I stumbled across the fact that Nine Lives + Solemnity is essentially a damage immunity. Was wondering if the community thinks this might have any application in modern, or if there's enough enchantment removal to prevent this from being useful (Abrupt Decay/Assassin's Trophy/etc). You could also use cards like Hex Parasite as a fall-back to remove counters from Nine Lives.
Nine Lives in particular is very nice because it comes packed with hex proof... but that doesn't do much in the way of protecting the necessary "B" component in this combo.
Maybe a new Esper control list with Nine Lives, Solemnity, Hex Parasite, Vampire Hexmage, and some way to find Nine Lives plus some counter spell backup?

MrAaronMcD on Oloro's Shenanigans - Endless Lifegain/Lifeloss

2 months ago

WarSpaniel, Hex Parasite is one of my interchangeable combo pieces to mill my life down. It allows me to pay X and 2 life any number of times, and I can pay 0 for X and tank my life before I swap life totals with an opponent.

But it can also be used to cripple a beefed up creature or planeswalker if I choose to pay any value to X.

DrukenReaps on Should I Pretend This Or That?

2 months ago

2021 core spoilers have barely started and already I've got a few potentials for Mairsil.

Teferi, Master of Time this guy has the potential to be one of the best card advantage engines in this deck I've had. On every single player's turn I get to draw and discard. If they play a threat I can phase it out until I can remove it. If somehow my opponents are silly and I get 10 or more loyalty I get more turns. That can easily be the time I need to pull off a combo.

Sparkhunter Masticore this just has some nice reasonably cost activated abilities. for 1 damage is even more cost efficient than Hex Parasite. I don't think this replaces parasite but it is another solid way to target walkers. It gives indestructible for only to Mairsil making it even more useful. Doubtful I'll be casting this one but it isn't all bad if I do either.

multimedia on Pure, Unadulterated, HATRED

2 months ago

Hey, Obosh, the Preypiercer can really increase the damage output of your entire deck because Greven is odd 5 CMC. Don't use the companion ability if you're just playing it as a card in the 99. However, my suggestion is to use Obosh as companion because of Greven as well as many cards that are good with Greven are odd CMC.

Odd CMC creature base example:

Kiki can repeatably make a token copy of a nonlegandary creature to sac to Greven. Kiki is also an infinite combo with Conscripts for infinite Conscripts to attack or Celebrant for infinite attack steps.

Other Odd CMC cards:

If you like the idea of using Obosh as companion then if you would like I can further help you with adds/cuts.

Good luck with your deck.

RobBot on Martyr of the StoneBlade

3 months ago

Barbarian_Sun_Pope thanks! its pretty fun to play and I really would like to playtest this further. Also if you hadnt noticed, I have the Hex Parasite main deck because of Luminous Broodmoth. Lets me do stuff like sacking Ranger-Captain of Eos to bring it back with he moth, then remove the flying counter with the hex and sacking it to fetch again. Or do something crazy like you said, with Martyr, sac it, bring it back with moth, sac it again, cast it with lurrus, sac it again, moth brings it back a 4th time and keep going until no more mana lol. I have been experimenting adding a Giver of Runes on to the list because of the protection to color or colorless which is pretty big imo.

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