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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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1 week 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)
1 week 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.)
1 week ago
Okay, so I can see the purpose of banning Copter, But Emrakul? That was the big thing about Eldritch Moon, and it badly hurts Marvel and Delirium in Standard, and It ruins the motto about the story pieces being banned in standard! What have you done Wizards??
Also Modern Banning-wise, Probe was such a staple in the format ever since the beginning, yet they choose to ban it 'Now'? Why now, when you could have answered the storm archetype back in 2013? Very Confusing.
About GGT, Wizards, is this your way of saying NO to any form of graveyard decks? You could have simply banned Prized Amalgam and Cathartic Reunion in modern instead (Which is what was mentioned in the article...), or banned something like Bloodghast or Narcomoeba which was the real threat in recurring Amalgam.
I don't know what to think about the future of MTG. At this condition, all relevant strategies will be answered in modern, and even in Standard, sure it is for more "fun", but Why?
4 weeks ago
I definitely prefer Reanimator over dredge. Dredge has some interesting combos and synergy, and it can be a very good deck, and it's a decent matchup for a lot of decks.
I love Reanimator because of how fast, consistent, and powerful it can be. Swinging with a couple Vengevine's and Narcomoeba's might look cool, but going off turn 1 reanimating Griselbrand and Emrakul, the Aeons Torn is just brutal. Have an Exhume instead of a Shallow Grave? Reanimate It That Betrays and lock your opponent out of the game. Feeling naughty? reanimate Ulamog, the Ceaseless Hunger and plow through their library. Reanimator is a powerful deck, and it's extremely customizable. You can run Mono-Black, Black-White, Black-Green, Abzan, Esper, you name it! Reanimator can be run in your favorite colors.
Below is my Reanimator deck, relatively budget friendly ($500). It's consistent, and designed to win turn 2 with any hand that can put Griselbrand in the graveyard.
SCORE: 6 | 15 COMMENTS | 1408 VIEWS | IN 1 FOLDER
I hope you enjoy!
4 weeks ago
I have been inspired by an acquaintance of mine to make a graveyard deck. On this basis he told 2; Dredge and Reanimator. As well as the following I'm very indecisive and would like to know if there is a way to combine the 2. Mainly due to that, I do not like Reanimator all that much because it's focused around a small amount of big creatures uuing several spells such as Reanimate and Animate Dead to bring them back multiple times. Whereas Dredge focuses around using the mechanic Dredge to fill up the GY as fast as possible to swarm your opposition with cards such as Vengevine, Narcomoeba, and Bloodghast. However I do not mind the endless Dredge but I do mind the fact that no matter what deck I face there is no type of toolbox strategy to answer the deck. What I am asking here us which one of the 2 is better, and if they are both equal then is there a way to combine them. I do play casual and I have no budget. I also have some of the cards that I may need as do some if my friends.
1 month ago
And then if you're feeling adventurous, you could also throw in Doomsday. That gives you a ton of fun ways to win, but I'll leave that to you.
And I don't understand how Boonweaver Giant combo works. I've never seen it explained very well and while I can somewhat see the engine, I don't know how they're exploiting it. You mind breaking that down for me?
1 month ago
If I were you I'd go for regular dredge, substituting Lion's Eye Diamond for Force of Will, you run 4x Breakthrough + 4x Careful Study (running FOW and no LED's I'd argue this is even better than Faithless Looting and 4x Narcomoeba (which if they're in your hand are dead cards anyway), giving you 12 blue cards, which I think is just borderline for playing FOW. Or possible going the Undiscovered Paradise + Bloodghast route. Then you can add in the LED's as you can afford them, and I do believe it is a good investment, considering it's a reserve list card. Also: If you cannot afford LED and do not have FOW, the paradise+Ghast route is probably more your budget.
2 months ago
_person_: If this was a graveyard centric zombie build that was looking to grind value out of free creatures and/or turn sideways for the win I would, but in this deck Fatestitcher will always get me a creature in play for Dread Return and then untap the land I used to unearth it, whereas amagalam is only good for me IF I mill it before Narcomoeba.