Murkfiend Liege

Murkfiend Liege

Creature — Horror

Other green creatures you control get +1/+1.

Other blue creatures you control get +1/+1.

Untap all green and/or blue creatures you control during each other player's untap step.

Browse Alters View at Gatherer

Trade

Have (2) rockleemyhero , gildan_bladeborn
Want (3) vhan99 , villa1n , Jdreesman

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2013 (C13) Rare
Eventide (EVE) Rare

Combos Browse all

Legality

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

Murkfiend Liege occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

GU (Simic): 0.51%

Murkfiend Liege Discussion

kirox317 on The Generous Patron - Kinnan cEDH (Primer)

1 month ago

@Heliogabale: Thank you for this suggestion. I was totally unaware of this card and will give Murkfiend Liege a try. At the moment it just seems like a worse Seedborn Muse and I don't run that many dorks at the moment.

Heliogabale on The Generous Patron - Kinnan cEDH (Primer)

1 month ago

I am surprised that you would not also include Murkfiend Liege in here, any specific reason?

Heliogabale on Kinnan Brings Us Together!

1 month ago

Thank you for commenting DadHumanPraetor.

So your version of Kinnan would be infinite combo, but what would you use as a wincon? What would you include in your list that makes it special to you?

We don't play infinite in my group, so I am using Murkfiend Liege or Seedborn Muse along with Leyline of Anticipation or Vivien, Champion of the Wilds to get the advantage.

Chompythebeast on Damia of Singleton

2 months ago

Did a search for (non-Planeswalker) permanents that say "untap all". Only 33 hits across all magic. Here are the ones that might be useful for you, beyond Seedborn:

Quest for Renewal (thanks Isabelle)

Awakening Probably worth hooking others up if played as a finisher

Curse of Bounty Could be very interesting

Faces of the Past

Murkfiend Liege This one seems super good

DemonDragonJ on Help Me Reduce My Decks ...

3 months ago

The next deck that I wish to discuss is named Fire and Ice. As with the previous decks, I shall remove two lands from it, which leaves me with eight more cards that I need to remove. I likely shall remove two copies each of Dominus of Fealty and Hypersonic Dragon, due to their high mana costs; Mindwrack Liege is more expensive than are they, but it is too good to not have four copies of it in this deck.

I am contemplating if I should remove either Jhoira of the Ghitu or Keranos, God of Storms from that deck, as they are both awesome creatures, but I do need to reduce the number of cards in this deck. Lightning Bolt is also an awesome card, but it is the least essential card in this deck, unfortunately, so I likely shall not keep it. However, if I do remove it, will there be a sufficient number of non-land spells to trigger the prowess ability of Stormchaser Mage? If not, I shall replace that card with Lightning Stormkin.

I also have a blue/green deck named Artificial Evolution, from which I also plan to remove two lands, leaving eight non-land cards that need to be removed. I likely shall remove two copies of Trygon Predator, because, as great as that card is, it is unlikely that my opponents shall have a sufficient number of artifacts or enchantment for it to be necessary for me to have four copies in this deck, as well as two copies of Horizon Chimera, because the lifegain from that card is largely negligible, but flash, flying, and trample are all excellent abilities, so two copies may remain. As good as Winged Coatl is, I still need to remove cards from this deck, so I shall likely remove two copies of it, as well.

Edric, Spymaster of Trest, Maraleaf Pixie, Murkfiend Liege, and Prophet of Kruphix are all too amazing to remove, but Overbeing of Myth is disposable, as tragic as that may be, so I likely shall remove it, as well.

What does everyone else say about these two decks? What cards should I remove from them to reduce them each to 60 cards?

WarpedZerghead on Kraj-Maga Tap Dancing

5 months ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper.

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. With Intruder Alarm I don't want to give my opponents the option to untap although this mechanic can absolutely be busted in the right deck. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace too. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of it all, he ramps and kills everything the moment he has a tap and untap source. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

Looking at your suggestions makes me realize that the deck needs a creature benefit at 3 CMC or less, some 4 CMC can be useful but I want Kraj up and dancing ASAP.

WarpedZerghead on Kraj-Maga Tap Dancing

5 months ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper. From those I could add 2 of the 2 CMC ones, probably Kiora's Follower and Seeker of Skybreak because I want to rely on 0 tap artifacts in the deck

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of the deck, he ramps and kills everything the moment he has a tap and untap course. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

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