|Commander / EDH||Legal|
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Creature — Illusion
When Narcomoeba is put into your graveyard from your library, you may put it onto the battlefield.
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2 weeks ago
Now Ooze has Devoted Druid's ability to untap itself by putting a -1/-1 counter on itself an Morselhoarder's ability to remove -1/-1 counters to get mana. It also has Spikeshot Elder's ability to do a bunch of damage given mana.
1 month ago
Hey whyundead3, thanks for the feedback. I agree in making it as competitive as possible, casual or not. Winning fast is winning fun, right?
The usefulness of Rally the Ancestors I'd overlooked. Rule 603.7C was something I had missed, so from here on out please consider mentions of Rally the Ancestors and Immortal Servitude to be one and the same unless otherwise specified. The same is true for Blood Artist and Zulaport Cutthroat, although I was aware of the former, merely passing over it.
I do agree that the deck does nothing until Immortal Servitude goes off. It is stalling until that point when it goes off and hopefully wins. Adding in Augur of Bolas and/or Screeching Skaab gives it board presence before then, which is something I had been considering. There's not much to do about this, short of changing the game plan away from Immortal Servitude, which I should have gone into.
This is actually the third iteration of the deck I've looked at. The first version was a RBW setup that looked to power out and up a Quest for the Gravelord or Mortician Beetle as fast as possible. This is similar to your thoughts on Carrion Feeder. When I was looking at that setup I'd considered either using the same sacrifice outlets you listed, or one-drop self-sacrificing creatures like the Mogg Fanatic still in the MaybeBoard. I settled on the latter as it was more difficult to disrupt via removal and could get some additional speed through Kuldotha Rebirth and Infernal Plunge, as both sacrifice setups work best feeding on Ornithopter and Memnite.This was great in concept, except in researching it I found an identical setup that could power out a T2 win through different means
I like some of the options you've brought up, namely the Doomed Traveler, as it gives me another target for Qarsi Sadist immediately, a repeat chump-blocker, or could power another scheme for damage like you're thinking. Pawn of Ulamog also plays nicely into this. The under-performing Inquisitor Exarch does stand to be replaced by something more useful.
The alternatives to Taigam's Scheming I am not sold on however. While it is true that they don't actually do anything to the game, like put cards in hand, they do optimize Pieces of the Puzzle, which is wonderful. My main thing is simply that, as a two-drop, I can put 5 + 1 cards into the graveyard. I don't think anything else beats this ratio short of a good Mind Funeral somehow cast on myself. If there's a faster method you're aware of, by all means. I didn't look greatly into targeting myself with mill cards, only ones that give me some control over what remains in my library/goes to my hand.
I do like Forbidden Alchemy, but for my purposes it's a worse version of Pieces of the Puzzle, albeit a worse copy 5 - 8 of the card. Thought Scour is in a similar situation when compared to Screeching Skaab, as the reduced mana cost and self-replacing nature just doesn't suit my needs as well as a 2/1 body. It's a good card, just not for my needs. Fact or Fiction is just too expensive. Two castings of Taigam's Scheming fills the graveyard far better and doesn't give my opponent any influence.
We're in the same line of thought with Taigam's Scheming just not doing as much as it could. I'd looked at building this in Green using Gather the Pack, Commune with the Gods, and Satyr Wayfinder, but that setup just works better with the typical Dredge creature suite of Bloodghast, Narcomoeba, Prized Amalgam, etc. These cards have the benefit of refilling my hand, but I'm just not using the right creature strategy to make this deck work in Green.
As for Black mana sources, I definitely agree. Even in this current build I have no reason not to split my Plains and go 50:50 with Swamps.
Overall, I appreciate the input. I have been sitting on a playset of Dark Prophecy, Deathgreeter, Lingering Souls, and Teysa, Orzhov Scion that play nicely with some of the ideas you've dropped here, even if that wasn't the intent. Plus you caught some critical mistakes I'd made in this deck.Cheers.
1 month ago
Rooftop storm in general is a must here though. Even if you ignore my other cards for the love of god put it in. You already have havengul lich and Sidisi, Undead Vizier with the storm you can tutor for each 1 mana you have access to
1 month ago
The problem with Hermit Druid is he needs alot of other cards to work. Most those cards are useless (i.e Fatestitcher; Narcomoeba) on thier own, unlike doomsday, which has mostly useful cards in its piles (i.e Gitaxian Probe; Yawgmoth's Will).
To include both combos would dilute the deck since there is little synergy between the two. HD wouldnt be bad if you went bare bones with it and used him primarily as bait. With Memory's Journey and Deep Analysis you can form a mini dd pile of Gitaxian Probe, Dark Ritual, and Yawgmoth's Will. Just mill your deck, flashback journey, and then analysis in the graveyard you can draw into ritual and then cast yawgwin to win the game off your rocks, rituals, and labman.
At the end of the day though your better off building more around engine than anything else. Its takes almost no dead card slots to have approximately 7-8 overlapping and easy to assemble combos that win the game consistently on turns 3-4.
1 month ago
Did a quickk search of modern dredge decks as they run may silimar cards. Here are some they run that might have a home here too.
Vengeful Pharaoh: defense against aggressive decks
Prized Amalgam: can't combo with him but getting him back repeatedly makes him worth considering
Shriekhorn another way to get dredgers into the yard starting turn 1
2 months ago
2 months ago
4 horsemen is a semi banned legacy deck that revolves around Mesmeric Orb+Basalt Monolith+Emrakul, the Aeons Torn. banned for slow play warnings evolving into dq. It is an infinite combo that cannot be proven due to emrakul being milled reshuffling and restarting the combo.
- mill 3-4 Narcomoebas which brings them back
- flashback Dread Return to return Sharuum the Hegemon
- sharuum returns bringing back Blasting Station
- infinitely bring back narcomoebas to ping the opponent to death with blasting station
above win cannot happen (emrakaul looping without significant progress made=slow play). Funny thing if someone can calculate the odds of winning at each step, you can appeal to head judge/l3/l4 judge if the tournament organizer doesnt know or believe in the law of large numbers and the law of averages.
back to modern, the deck just gets absurd amounts of mana, drops in emrakaul+another big creature and swings for lethal (on emrakaul's extra turn)
2 months ago
I'll throw in my 2 cents for shiggles, note I primarily play modern with standard on the side in a semi casual level:
The only banning I wasn't surprised by was Golgari Grave-Troll. Among my play group I was calling that or Cathartic Reunion being banned just because wizards has had a long history of despising that they made dredge as a mechanic. And for those like me that were in the process of building the deck remember that we still have Golgari Thug to replace as a bittersweet option but still an option none the less, it could even be a nice way to get a Narcomoeba back on top of a library for a dredge-reanimate trigger set up.
Gitaxian Probe definitely surprised me but after reading wizards reasons and thinking about it along with recollecting matches against the decks that used it against my playing reactive control decks like grixis and mardu, that ban and reason seemed more justified and a step in the direction of helping out attrition and control players. Information is one of the most powerful tools in magic and in the case of control style decks being able to bluff removal whether it's there or not is an invaluable skill that takes time to perfect and is one of the nuances that makes the games interesting from a play perspective and makes games a battle of wits of who makes the first mistake and can they recover. Git probe did away with this, letting hyper aggressive combo decks like infect, kiln fiend and Death Shadow aggro decks know immediately if their foe has the trump card in hand reducing the suspense of the game from all perspectives since once that hyper aggro player knows their opponents hand, they can now craft the perfect strategy around it and usually eek out a win within a turn or 2 if not, on that exact turn. Keep in mind this effect for these decks is essentially for free given those decks don't care about life totals. Banning probe allows a multitude of decks taking advantage of this fact to get slightly stifled without outright destroying them and also allows the art of bluffing and suspense back into modern magic which can make the format more fun to watch for the do they or don't they style of suspense.
As for the standard bannings (discussing probe took longer than I thought it would): Emrakul's seemed a little lame honestly and I run BR zombies. The card is good but that was the intention from the start. BG delirium can survive without it in my mind contrary to some of the opinions out there. Marvel I think got hurt more which may be deserved anyways given how fast it could operate.
Smuggler's Copter got banned for the same reason Mental Misstep and to an extent Treasure Cruise got banned or restricted in every eternal-style format. It basically was so good and so easy to force in that it becomes an auto 4 of in every deck. Misstep is the same way given the prevalence of one drops in older formats and cruise's lifetime saw BURN splashing blue just to run it. I'm not saying that copter is nearly as good as those cards, it's not. I'm saying in the vacuum that is the standard format, it may as well have been.
Lastly, while Reflector Mage was surprising, and odd in general I'd like to point out some things. 1. in the grand scheme of wizards orginal abbreviated cycle, mage was going out with amonkhet so this ban takes away only a few months from its original intended life cycle when it was printed which may have had an influence. 2. While their actions (specifically with modern) have tended to contradict this ideal, they really, really dislike killing an entire archetype for the sake of deck A is to0 strong over decks B,C,D, etc. unless they view that deck as absolutely degenerate (eggs.....), or hurts their ability to design cards and/or one ban prevents mass future bannings to neuter a problem deck (birthing pod....). Reflector mage being banned allows for them to actually try and follow that ideal for a change since banning it hinders UW flash to an extent, not much but to an extent, that makes the deck still good and playable. I know that wasn't totally in their reasons behind it but it is still something to maybe look into.
My only hope is that this is a one time extreme for standard since it would otherwise hint at irresponsible design. Sorry for making this so long and feel free to disagree with me just figured I'd throw my thoughts out into text.
(TL;DR The bannings while surprising all make sense once you consider factors that have existed in reasons for other bans and unbans.)