Humongulus

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Legality

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

Humongulus

Creature — Homunculus

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Nsuper on What can a good deck …

3 years ago

wallisface: Really? I have been doing it wrong then. I just struggle to understand what exactly I need to do to build a winning combo. I usually play modern and the best combo I have the resources to build is High Alert, Humongulus, and Aether Tunnel, (but this is not turn 4). What kind of cards/combos would be needed to win on turn 4 in modern?

FauxFaux on Card creation challenge

3 years ago

Fblthp, The Found

Legendary Creature - Homunculus

Flash

Whenever ~ enters the battlefield, return target creature you control to its owner's hand. If the target creature was blocking or blocked by a creature, prevent all combat damage dealt to creatures this turn.

1/2

*Aside from the regular shift, i.e. Lost to Found, I felt that a white fog would be cool to put on a creature that always flees, or at least, gets lost. Maybe helping someone else along that was also lost! Think of Ethereal Haze, but more situational and on a creature!

Make a legendary out of Humongulus, nothing but flavor!

Ninja'd, darn.

HalbrechtHalbrecht on Pauper boi

5 years ago

Tweaks to Lands

The most important thing to change first is the mana base. You might be able to get away with less than 24 lands ultimately, maybe 23 or even 22 if you lower your mana curve, but I'd start with the default of 24 and tweak from there.

In addition to adding lands, switch out the 4x Azorius Guildgate for Tranquil Cove — it's strictly better because of the lifegain.

You might also consider more mana fixing than a single dual playset, such as fetchlands ( Evolving Wilds ) or Ash Barrens . There's also Azorius Chancery . Since you run so many creatures, you might also be able to benefit from Holdout Settlement .

Other than mana-fixing, some people also like cycling lands, as they can help you draw more useful cards when you get mana-flooded (like Lonely Sandbar and Secluded Steppe ). For control decks, Halimar Depths is a useful way to set up your draws. You can opt for incidental lifegain on lands like Kabira Crossroads , but I'd honestly stick with basic Plains, because you don't want too many lands that enter tapped.

I noticed that more than one of your cards had an effect like "target creature an opponent controls doesn’t untap during its controller’s next untap step". If you wanted to focus you deck on that type of strategy, you could consider Skyline Cascade .


Possible Cuts

So what to cut to make room for 8 more lands?

I'd cut most of the creatures that are considered "vanilla" or "French vanilla", i.e. have no abilities or only basic keyword abilities like Flying or Lifelink. You want as many of your creatures as possible to DO something other than just being a warm body. So:

-1 Concordia Pegasus
-1 Coral Commando
-1 Daybreak Chaplain
-1 Humongulus (also, you want 5+ mana spells to have more of an impact than this)
-1 Knight of the Tusk (same deal as with Humongulus)
-1 Mesa Unicorn
-1 Sky Ruin Drake (same deal as with Humongulus)
-1 Talon Trooper

You could also considering cutting Sunspring Expedition , since effects that solely grant lifegain are generally considered not worth running (incidental lifegain, on the other hand, can be great).

I'd also consider cutting Nimbus Wings , since most of your creatures already have flying.


Game Plan

After making some of the above cuts and additions, really what you want to think about is what is your deck trying to DO. You want to have a unified strategy.

For instance, right now you have creatures like Civic Stalwart , Haazda Officer , Pegasus Courser , and Vedalken Mesmerist that want you to be on the offensive. But you also have creatures with low power / high toughness (several of the ones I suggested you cut, actually), Syndicate Messenger (which makes for a great blocker), and Wall of Mist that want your deck to be defensive.

A couple cards can swing both ways — AEther Adept and Chillbringer can either clear the board for your attacks, or they can slow down your opponent defensively.

I think before we can make further suggestions, you'll need to better nail down the direction you want to take the deck — offensive flyers? high-toughness blockers and other stalling techniques to get to your win-con?

TheRedGoat on The Deckwatch [Home Base]

5 years ago

Okay, so. Captive Audience. Yeah.

Firstly yes the flavor is awesome. The fact that it doesn't even kill outright is especially good because that leaves the opponent the choice of giving in to the carnage and letting you finish them off or else going all out to kill you. Either way, Rakdos gets to see blood shed.

Secondly, Humongulus needs to be referenced here because I'm pretty sure that is Fblthp on the shoulder of the Azorious agent.

And lastly, you can play it with Emergency Powers. I have a better focus than Judith now.

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