Invader Parasite


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Rare

Combos Browse all

Invader Parasite

Creature — Insect

Imprint - When Invader Parasite enters the battlefield, exile target land. Whenever a land with the same name as the exiled card enters the battlefield under an opponent's control, Invader Parasite deals 2 damage to that player.

Price & Acquistion Set Price Alerts



Invader Parasite Discussion

Barsan on Guess What's Back! Back Again!

6 months ago

Check out Feldon's Toolbox for some new ideas. I notice you don't run Invader Parasite.Definitely should beat out some of that Land destruction.

Force_of_Willb on Go ahead, play a land, I dare you!

9 months ago

Suggestions for similar Zu the Punisher and Ankh of Mishra type effects: Invader Parasite targeting a basic land. Tunnel Ignus to punish ramp.

If you care about lifegain Shattered Angel or Lifegift

Realm Razer could be played to trigger many lands to ETB at once.

Lastly, if your not set on your general then maybe go 5 colors and add blue for Sire of Stagnation and Sunder

KongMing on Panharmonicon Infinite Combo

1 year ago

Why are you thinking about removing the Hellkite? Is it the high CMC?

Other lower CMC options that do similar things include the following: Gibbering Fiend, Keldon Marauders, Impact Tremors, Forgeborn Oreads, Keldon Champion, Foundry Champion, Blind Hunter, Bloodhunter Bat, Dakmor Ghoul, Grim Guardian, Pierce Strider, Purphoros, God of the Forge, and Outpost Siege. Personally, I think Gibbering Fiend and Keldon Marauders are the best. They're super low CMC, so you can play them much earlier in the game and start pinging the opponent for more damage sooner.

Invader Parasite is another option, if you don't mind not having any friends. Just make sure you don't accidentally exile all of your own lands, too.

Suaz14 on Zo-Zu Hates Your Lands

1 year ago

Austin_Smith_of_Cards Thanks! I have had great hopes of acquiring a Storm Cauldron as well as an Invader Parasite, but have not found it at my LGS or any trade binders. They are both rather cheap cards, I have just put off buying them in the hopes that I can find them for trade (I'm just going to bite the bullet and order them). I also think I am going to go with Mana Web over War's Toll as it does not force full aggro on me (in multiplayer). I also need to get my hands on From the Ashes as it is a much better than Ruination is in this deck. The reason that I do not mainboard Burning Earth, is that my playgroup doesn't use enough non-basic lands for it to be of much value. I usually put them main board for three-color and up.

Also, thank you Adamaro and MohenjoDaro for the comments, I really appreciate it! Also, Treasonous Ogre is another card that I've wanted to get a copy of. My buddy runs it in his Marchesa, the Black Rose deck, and it definitely wins games.

Austin_Smith_of_Cards on Zo-Zu Hates Your Lands

1 year ago

Storm Cauldron seems hilariously mean. Forces opponents to get hit by Zo-Zu if they ever want to play anything again.

War's Toll is a fun little red enchantment that really punishes your opponent's lands by tapping them all whenever they play something. Also makes combat a little more interesting.

Keldon Firebombers resets your opponent so they will have to start playing more lands again.

Invader Parasite hits monocolored and even two-colored decks really hard; it's worth a spot in the 99.

From the Ashes is the sidegrade of Ruination. Your opponents can now replace all the lands they just lost, but then Zo-Zu can punish.

You should probably maindeck Burning Earth. Commander is a format with a lot of nonbasic lands; it'll do its job.

MagicalHacker on Land Hate help (4 color)

1 year ago

The only things I found even close to more cards like those are Tectonic Instability, Invader Parasite, Overabundance, Scald, Storm Cauldron, and Vorinclex, Voice of Hunger.

Most, if not all of those, are not exactly the type of cards that seem like they would be all that powerful in the deck you're building... However, maybe among the following cards, you might find cards you like that are close enough to that strategy: Avatar of Fury, Gift of Estates, Knight of the White Orchid, Land Tax, Oreskos Explorer, Rivalry, Surveyor's Scope, Tithe, Weathered Wayfarer, Acidic Soil, Carpet of Flowers, Ignition Team, Price of Progress, Power Surge (This one is really the only one that I really like...), and Primal Order.

sntayman on Breya's Bouncing beauties!

1 year ago

Magister Sphinx is a great card to play and a great game changer too! I played the card in my Sen Triplets Control Artists and the players tend to cringe the moment I play it.

I also want to say thank you for the suggestions you made on my Breya deck!

I would recommend Shimmer Myr to have the ability to flash in artifacts, or Vedalken Orrery to flash in whatever you want besides lands. Prototype Portal is an option if you want to have many copies for Panharmonicon and Darksteel Forge to keep your artifacts safe, which includes your commander as well!

Angel of Despair, Invader Parasite, and Magma Giant will all benefit from Panharmonicon as well as make a game changing impact. If I'm not wrong, Parasite can exile and imprint two cards due to Panharmonicon, which will really hurt your opponents.

Also, Angel of Finality can help rid any issues of graveyard deck players.

Hopefully these suggestions help, and if I come up with anything else I will come back and let you know!

Also, if you don't mind I would like you to check out my revamped Sen Triplets deck Triplets Turn Mad. I have made it possible to lock out a four-player game, so that only you have a turn!

Let me know what you think!

Red_X on Absolute and total chaos (at 6 mana)

1 year ago

The biggest problems are that you just aren't going to survive long enough to play anything, and you don't get enough payoff when you finally reach the point where you can play spells. Aggro, which is pretty much half of modern currently, will kill you before you get a creature down, midrange will destroy your hand and your creatures before you can make a reasonable impact, and control will stop your 1 spell a turn until it wins. You either need to be able to have an extortionate amount of ramp, a way to survive for a really long time (control or turbo fog), or a combination of the two. Now let's evaluate big mana spells.

Artisan of Kozilek: You have no discard or other ways to drop creatures into the grave, so the reanimation isn't relevant. Not enough impact when it hits the board.

Deep-Sea Kraken: Okay for what it does. This is okay if you are on a budget.

Galvanoth: High variance, and you don't even have any instants or sorceries. Even if you loaded up on them, you'd have to run a ton of high cmc spells to make it useful, which is not where you want to be.

Invader Parasite: A 5 cmc spell that dies to bolt is not playable.

Stormtide Leviathan: Actual good card. Keeps you alive once it hits the board, and allow you to swing with impunity. Good contender.

Ulamog's Crusher: Good budget option, it's what pauper tron decks use.

Knowledge Pool: The only time I've seen this work well as a sideboard card against decks that have one giant haymaker, because it means they have to cast it, have it exiled, and then you can cast an instant to steal it. As it stands, it blanks half your deck once it hits the field. Not good for this deck.

Omen Machine High variance. If there was ever a deck for this card, it would be this one, but after the rebuild you most likely are going to have a lot more ramp that you don't want to flip off this, and it helps your opponent out, especially if they have cards like Serum Visions and Viscera Seer.

Possibility Storm: This is the Polymorph of spells. Most decks that run it run a bunch of instants, a serum visions or Gitaxian probe, and 2ish Enter the Infinite or a similar great sorcery. This is not the deck for that.

Wild Evocation: Once again, if there was a deck for this card, it'd be this one, but it has too high of variance, helps your opponent, and can screw you over by playing spells you didn't want to.

Load more