Insolent Neonate

Insolent Neonate

Creature — Vampire

Menace (This creature can't be blocked except by two or more creatures.)

Discard a card, Sacrifice Insolent Neonate: Draw a card.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Shadows over Innistrad (SOI) Common

Combos Browse all

Legality

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

Insolent Neonate occurrence in decks from the last year

Modern:

All decks: 0.05%

Insolent Neonate Discussion

Spell_Slam on Rakdos, Lord of riots Budget build

18 hours ago

Great choice for a budget!

Piranha Marsh is a suprisingly effective land. I'm often very happy to play this on turn 5 to get Rakdos out.

Insolent Neonate is also surprisngly effective as an enabler with Menace. Being able to use him as card draw later is a big bonus.

Duplicant is .75 cents. That should be cheap enough to make your budget, right? It's removal and potentially another fatty that can be very cheap with Rakdos.

Knollspine Dragon is 1.28, but being able to draw tons of cards after an attack is brutal.

Steel Hellkite is .99 cents. Definitely worth an include.

Increasing Ambition is 1.26, which is pretty cheap for a good tutor.

Dragon Mage hits hard and wheels you into more fatties. .20 cents.

Demonlord Belzenlok is 1$ can has a pretty good chance of drawing you a lot of cards.

Pestilence Demon is freakin' awesome. .48 cents.

When Sire Of Insanity gets out early, the game usually ends. .67 cents.

Gorgon's Head doesn't make much sense here since most of your pingers don't hit creatures.

Staff of Nin is cool, but just way too expensive on mana to be worth it.

Ill-Gotten Inheritance seems pretty weak. You don't want your enablers at 4 mana, usually.

Morgue Burst is really expensive. It just doesn't seem worth it.

Tectonic Giant could easily be cut.

Since a lot of the budget mana rocks are 3 mana, maybe you should look into more 2 mana or less pingers, so that you can get to your Rakdos on turn 4 more often.

Lanzo493 on FELDON EDH PRIMER: FELDON NEEDS SOME LOVE

1 week ago

Thanks for the advice wisegreenbean. Each of those cards has been on my watch list to trade for and use in the deck. I wish I got gamble right after the reprint. I do like your reasoning for the mana rocks and discard. I’ve noticed it as well. I’ll bring in Insolent Neonate since it works well with being reanimated. I’ll have to think about what I want to remove for graveyard hate.

wisegreenbean on FELDON EDH PRIMER: FELDON NEEDS SOME LOVE

1 week ago

A few thoughts! I'm a Feldon lover myself.

In my experience, Sneak Attack is absurd, surprise surprise. Your deck is full of powerful creatures that you wouldn't mind sending to your graveyard. I'm also fond of new purph for similar reasons, though obviously he's not nearly as broken.

Gamble is a super powerful tutor effect, and again, you don't mind when things go to the graveyard. It gives you better access to your kiki conscripts combo, as drawing 1 is common but both is harder.

Ruination is absurd in mono-red, enough said. If it's too mean for your tastes, that's fair.

Small critiques:

I think Mind Stone is better than Worn Powerstone. It's playable on t2 and doesn't compete with your 3 drop feldon, it carries less opportunity cost by making mana right away, and it cycles when you don't need ramp.

I think Tormenting Voice is better than Goblin Lore. You don't need a volume of cards in your graveyard, you need 1 or 2 specific targets in there. I would also give a shout out to 1 mana options that let you play feldon on 3, then loot and activate on 4, like Insolent Neonate or Merchant of the Vale, though admittedly these 2 options carry card disadvantage(although I think they're better than Rummaging Goblin). But I think TV is a pretty strict upgrade to GL because it will never mess you up by discarding noncreatures that you needed.

I don't think I see any graveyard hate in your list, and given the low opportunity cost of it, I think that's probably a miss. Obviously the premium option Relic of Progenitus hurts you somewhat, but cards like Soul-Guide Lantern or even Scrabbling Claws are sometimes very powerful, and when they aren't, they cantrip away at almost no cost to you. Anytime you can hurt an opponent while remaining card neutral for 1 or 2, I think it's a huge deal.

psionictemplar on Modern Hulk Flash

2 weeks ago

This is something I've wanted to build for a long time, so seeing it makes me happy. I can see a turn 3 win. It doesn't look reliable though for a couple of reasons. 1. Only footsteps to reanimate and 2. no way of getting hulk into your hand to discard. In a nutshell you're playing reanimator, so getting hulk into the yard/play needs to be a big part of the plan. If you want to focus on getting him to the graveyard more then, then you'll probably want more looting type effects. Consider these: Insolent Neonate, Goblin Lore, Thrill of Possibility, Burning Inquiry.

If you can work a few more discard outlets into the deck, then you probably need another reanimate spell or two to get hulk into play more often. You don't get the best option in Goryo's Vengeance because hulk isn't legendary so maybe Zombify?

Another option you could try to solve both problems at once would be to cheat it into play from your hand. Through the Breach doesn't seem to be very popular at the moment and might be able to steal a few wins here and there.

A third option you could consider to solve the finding hulk problem and getting it into play is Lukka, Coppercoat Outcast. With a disciple or viscera seer in play your pretty much guaranteed to hit hulk on the -2 ability. Even the + ability is relevant given your high creature count.

The only other things I feel like you should consider for the deck is more interaction and cutting out lands that come in tapped. Modern is a very fast format and letting your opponents do whatever they want could be very dangerous. The simple suggestion is Lightning Bolt and either more shocklands/basics. The basics would work with your blood moons in the side.

But these are my thoughts and hope they help. Good luck in hulking out.

Pheardemons on Menace or Insane?

3 weeks ago

SilentPlague - I've been playtesting the version of the deck I recommended to you and I've made a couple changes. I've taken out one Call of the Death-Dweller, one Eliminate, and one Kroxa for a third Embercleave, and two more Hunted Nightmares. My friend recommended to me that this deck wants to race to win and Embercleave is an ALL STAR for this. I'm debating on upping it to four, but it is one of those cards that you do NOT want to see multiples of. Hunted Nightmare has been pretty sweet too. The deathtouch has been almost irrelevant due to the menace and whatnot.

I've had a turn one Insolent Neonate, Turn two Kari Zev, Skyship Raider, to a turn three Hunted Nightmare. To then swing out on turn four after playing Sonorous Howlbonder or Labyrinth Raptor and it's fairly explosive. I've thought about trying to get some Dreadhorde Butcher in the deck but it'll only get menace with Call of the Death-Dweller.

Just wanted to let you know some of my thoughts and successes with it so far. It's been pretty fun.

BRG24 on Insatiable Thirst

1 month ago

Hello again, just a follow up to my previous comment. Looking at your list as it is now, I agree that Key to the City doesn’t look like it would do too well. The card works really well when you have a high number of cards with madness to ensure that the discard isn’t a tempo loss for you. Here, however, there are only three unique cards with madness, and actually rushing out an Asylum Visitor without getting its extra value is often a bad play, making most plays off of Key feel bad. Regarding the untap ability though, you only ever want to be activating it late game when you’re low on cards and up on mana, most of the time it’s irrelevant to you.

As I see it, and you may massively disagree with me here, your deck is, while on one ultimate strategy of playing aggressive with vampires, split in how it gets there. You’ve got your madness/discard package and then your more generic aggro vampire package, and personally it doesn’t seem like both can be the deck’s focus and you need to pick one or the other. Some cards (Asylum Visitor or Stensia Masquerade) probably make it into both versions just off their raw power but that won’t be the case for everything. Having built both versions of vampire aggro in pioneer and modern, hopefully I can give some helpful advice.

Firstly, if we start by looking at the straight aggro deck, cards like Lightning Axe, Fiery Temper and Thrill of Possibility don’t really seem to synergise, and you probably also have better alternatives for your one drops. Knight of the Ebon Legion is a very solid card to replace perhaps the Insolent Neonate as it scales much better into the game. Gifted Aetherborn is incredible as a two drop, and Drana, Liberator of Malakir feels like a must in this type of deck if your budget can accommodate her. Sanctum Seeker and Champion of Dusk are great late game cards that let you close out games as well. Black has really good removal options as well, perhaps my favourite being Drag to the Underworld, although that does put you in heavy black, but that might not be the worst thing with all the support from Ixalan, but Olivia's Bloodsworn and Stensia Masquerade would certainly justify a red splash. There are many other good cards, these are just some of my favourites.

If you decide to go down a more madness/discard based route, other cards become weaker. Weird as it may seem, but Sorin, Imperious Bloodlord is not all that great of a card for this strategy in my experience, since it lacks any synergy with discard, and cheating a vampire into play often isn’t worth it since your curve tends to be very low. Thrill of Possibility is another card I’d recommend against, using free discard outlets instead is far better for your tempo. I’d replace these with more units with madness, as I’ve said before Incorrigible Youths and Bloodmad Vampire being my favourites, with Voldaren Pariah  Flip being a great finisher or stabiliser. Call the Bloodline is another interesting discard outlet you might want to consider, of course alongside Furyblade Vampire and Key to the City, which now becomes better now that you can curve it nicely into strong turn three aggression. If this is the route you choose to take, the discard outlet slots are quite flexible, so experiment and find those that fit how you want to play.

I’ll put the links to my two lists here for if you want to have a look:

I understand that you want to test your current build first, and your testing may prove me wrong entirely. These are pretty big changes that I’m suggesting, and they may lead the deck away from what you are envisioning for it, so please feel free to completely ignore these recommendations. I wish you luck with the deck and hope that this has been helpful to you.

Pheardemons on Menace or Insane?

1 month ago

I'll give you any and all suggestions I believe would work in this deck as I had thought about it when it was spoiled for Ikoria. Disclaimer, all of my suggestions would be for the Pioneer format. I'll most likely avoid suggestions for Modern as I believe this deck would be too slow there.

Since your deck wants to turn sideways to beat face, a card I GREATLY think would be amazing in this deck is Embercleave. Kari Zev, Skyship Raider gives you a second creature for free to reduce the cost which is powerful. Turn one Insolent Neonate, turn two Kari, to a turn three Embercleave can be back-breaking, especially with menace. Two I believe is enough to push the damage through. You can up Insolent Neonate to four copies and potentially add Archfiend's Vessel to ensure your one drop slot. He doesn't have menace, but you play Call of the Death-Dweller to get a 5/5 demon with flying. I believe it's worth it. I'm not a big fan of Frillscare Mentor since it has to tap. Also, Embercleave does what Frillscare Mentor does by pushing through against board stalls.

I'm not a fan of God-Eternal Bontu here. Stormfist Crusader draws you the cards you need, and it is unlikely you'll want to sacrifice your board later. This deck wants a big board to win quickly. Also, five mana is quite a bit when the rest of the deck is three and less. I understand he's a big menace beater, but I'm just not sure he's worthwhile here.

Revival / Revenge is redundancy with Call of the Death-Dweller. It can bring back every creature you play except Bontu. You'll need to be able to come back against board wipes since there are plenty in Standard and Pioneer alike.

Here's a list I'd probably start with to playtest then tune after playtesting:

Lands - 22

4x Blood Crypt

4x Dragonskull Summit

2x Castle Locthwain

4x Fabled Passage

4x Swamp

4x Mountain

Creatures - 27

4x Archfiend's Vessel

4x Insolent Neonate

4x Labyrinth Raptor

3x Kari Zev, Skyship Raider

4x Stormfist Crusader

3x Sonorous Howlbonder

2x Murderous Rider

2x Hunted Nightmare

1x Kroxa, Titan of Death's Hunger

Instants/Sorceries - 9

4x Call of the Death-Dweller

2x Revival / Revenge

3x Eliminate

Artifacts - 2

2x Embercleave

Here is my thinking on some of the cards I haven't already mentioned. I need to admit to my bias about Kroxa, Titan of Death's Hunger. It is definitely pet card for me that is everything I love about Rakdos. Since that is out of the way, it is a good card for mid-to-late games to keep grinding if you get to that point. Your opponent discards and potentially loses life PER ATTACK is ridiculous on a card that can keep coming back. I think it is a powerful grindy card. I replaced Fatal Push with Eliminate since most of your creatures have some sort of evasion (namely menace but also flying with the demon from Archfiend's Vessel). Eliminate can hit problematic planeswalkers like Teferi, Time Raveler that can protect itself. You also have Murderous Rider to get rid of bigger creatures and/or planeswalkers.

I know you said you wanted to stay a bit budget friendly so if anything seems too expensive you can find budget replacements for them. You mentioned Blood Crypt may be too much so you could put in basics or Temple of Malice. Fabled Passage and Embercleave are both below ten as of this writing so I feel like those are going to be the most expensive things in this particular list.

I hope all of that made sense and wasn't too wordy. If you have any questions about the list or anything that you want to change I'm willing to help. Like I said, this would be the template I'd playtest to then tune depending on whats works and finding the weaknesses. Two things I have in my mind about the list as of now. You'd have problem against combo decks. Trying to fit in four Thoughtseizes would be beneficial as a maindeck option to combat this. Also, Call of the Death-Dweller and Revival / Revenge needs to be playtested to see which amount of numbers would work. Three each, or switch Revival / Revenge to four and Call of the Death-Dweller to two since it is three mana. Something I'd think about in playtesting.

Frankly_Proven on [cEDH] Krenko Combo [[Primer]]

1 month ago

Hello,

I've been playing a variation of your list for about a year now and fell in love ever since. At first I was not convinced about snoop until realizing the combo!

Snoop Combo (Basically a mono red Doomsday) : Goblin Recruiter + Some piece of draw, e.g. Insolent Neonate + A lot of mana, RRRR or more.

Play the Goblin Recruiter, getting Dark-Dweller Oracle, Kiki-Jiki, Mirror Breaker, Skirk Prospector, Torch Courier or Goblin Chieftan, and Conspicuous Snoop. Put them on the top of your library, first card on the bottom of the pile and going up

Some cards we can cut to fit in the Fanatic Snoop Combo and Kiki Snoop combo are:

Cards to add for the combos:

Time to playtest! :)

Let me know what you think.

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