Narcomoeba

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Narcomoeba

Creature — Illusion

Flying

When Narcomoeba is put into your graveyard from your library, you may put it onto the battlefield.

SniperFrog on Doomsday [Primer]

6 months ago

UB

Draw for turn opens, Tome Scour in hand, one creature in play

Swan Song or other counter

Dregscape Zombie or Fatestitcher, depending on mana

Thassa's Oracle

Narcomoeba

Dread Return

Lycheex on The Burning Inquisition

7 months ago

I didn't consider Past in Flames when building the deck as I wanted to keep the red splash as minimal as possible. I can't immediately say if it would be a good inclusion or not, but I will be keeping it in mind. Perhaps it might find its way in the deck at a later point in time. Thank you for the recommendation!

As for Entomb, I've considered the card before (not specifically for this build, but for Spanish Inquisition builds in general), but it feels more like a build around card, rather than something you can put into the deck as a one of. For example: it has great synergy with Echo of Eons and Narcomoeba, so I would start with 4 Entombs, 3 Echos (1 in the board?) and 2-3 Narcomoebas. There might be other cards that synergise very well with Entomb, but fitting al those cards into the Spanish Inquisition core seems quite difficult and I'm not sure that The Spanish Inquisition is the best shell for that package of cards. I think you might end up with a different storm deck.

nbarry223 on None

1 year ago

There's plenty of brews I've come up with, which I've abandoned because they just weren't fast or consistent enough for the modern benchmarks.

Not every idea is something that can be used in the format. My most recent idea I had to throw out was a convoluted self-mill reanimator deck, using convoke on Narcomoeba for Endless Obedience to bring back Angel of Glory's Rise which finds Laboratory Maniac and some other human that draws (lots of options). While it technically was capable of meeting the 4 turn rule, it completely folded to hate, and too much of the "core" didn't do much beyond enabling the combo.

For those reasons, I've abandoned the idea until something new is printed that makes it seem more viable, then maybe I can revisit it. Point is, not every idea can do something in the format, and you need to be realistic about your expectations for your "stack of cardboard."

BlueSnakeMagic on Creature Collab

2 years ago

As finnicy as it can be to spread too wide, I decided to do some small edits as such.

  • Rotting Regisaur is scary as a turn 3 7/6 but... Well, he's harder for me to control, may just get dropped, and is bulky as by then I wanna be trying to take things out of my grave

  • Dropped one of the Nether Traitor's and Gravecrawler's as they both do essentially the same thing, and Nether Traitor is harder to get off in a bad field.

  • Added a playset of Merfolk Secretkeeper since alongside Stitcher's Supplier I'm much closer to guaranteeing some self mill. I also dropped Hedron Crab as though I like it (I'll test when I can to see what it does to me) I feel like the alternates I have in here work just fine, whilst also giving an easier Vengevine triggers if I need creature drops, not milling, on a turn.

  • Carrion Feeder joins the ranks, as with Gravecrawler and Nether Traitor at the very least, it lets me make something I can just pump mana into.

  • Finally, Narcomoeba. A potential free creature, maybe a Lotleth Troll discard, and if it does die? Bait for Skaab Ruinator to bite.

wallisface on Creature Collab

2 years ago

If you're interested in cards I ended up using at somestage during my Crabvine-period, here's everything I ran at one time or another, and my thoughts on playing with the card:

  • Gravecrawler: A must-have in the deck, though I found 3x was a better number to run than the full playset, as oftentimes you really only want this card to help you trigger Vengevine, and it normally doesn't do a lot else.
  • Hedron Crab: Another must-have in the deck, provided you have the landbase to support it. Without fetchlands, I don't think this would be able to get through enough card-density to be quick enough (we want a turn 2-3 vengevine swing)
  • Merfolk Secretkeeper: This felt both good and bad. Being able to mill with it immediately, and then save it for a Vengevine trigger later in the game felt pretty decent. Its also a decent blocker.
  • Stitcher's Supplier: I think I always included a playset of this in the deck, though it was always easily the worst card in the deck. Without an easy sacrifice outlet, this is just a really weak mill effect that then sits around doing nothing. It needs to die to get full value.
  • Lotleth Troll: I alternated between playing this card and not. Its one of my "pet cards" (alongside Skaab Ruinator) so I probably favored it too highly just from bias. But being able to pitch away all the cards that weren't meant to be cast did feel great, and I have had lots of games where this has steamrolled me out a win on its own... I'm just not sure its the best choice for an optimal build.
  • Satyr Wayfinder: A weird choice, but one that's done well. It can usually guarantee you'll hit your 3rd land drop, and gels pretty well with Hedron Crab, as well as giving your good odds at a turn-3 Skaab Ruinator.
  • Prized Amalgam & Vengevine: My understanding that a playset of both of these go into every Crabvine deck there is, so I don't think I need to discuss much here. They're the whole point of the deck.
  • Bloodghast: I only added these to my deck really late into playing Crabvine, but they do put up some amazing results. They combo very well with a high-fetchland deck, running alongside Altar of Dementia, to keep swinging then killing themselves to fuel the engine further. Also, probably the most aggressive way to get Prized Amalgam out of the grave if Vengevine hasn't been found yet.
  • Narcomoeba: I played these a little, and see a LOT of decks online playing them, but to be honest I don't see the hype. Very fragile, and can't come back when killed, i'm really not sold. But, again, having seen soo many decks online play them, they're probably worth considering.
  • Skaab Ruinator: My second "Pet Card", I don't think you want to run more than 1-2 in the deck, but they definitely get good results. There are a few decks where if you resolve this, it's a free-win.
  • Glimpse the Unthinkable: I started playing this late into my time with Crabvine, swapping it in, in place of the Stinkweed Imp/Golgari Thug package. There are games where you resolve this turn 2 and see all the perfect stuff hit your grave, and it becomes the most-free win you could ever hope for. But other times, you just mill yourself ten lands and non-recurable creatures, and wonder what you did to piss off the card-gods. I felt like when this card worked, it was amazing. But it also felt like there were too many times when it didn't work, and left me dead-in-the-water.
  • Golgari Thug & Stinkweed Imp: Probably my favorite way to ensure the self-mill engine keeps pumping, I ran a playset of Imp, and 2-3 Thug for the majority of my time playing Crabvine - making my build sudo-dredge. Being able to reliably keep milling felt great - and it's a good reason to justify running Lotleth Troll.
  • Creeping Chill: I'm torn on whether this card is useful or not. On one hand, being able to basically start the game at 32 life, while your opponent starts on 8, is a pretty good feeling. On the other, this doesn't help massively to help the boardstate, and there are a lot of games where its just not relevant (you can often swing for enough quite early that the extra bit of lifedrain didn't matter).
  • Silversmote Ghoul: The only reason to run this would be alongside Creeping Chill. It does feel decent, but also can be clunky with the timings of when each respective card ends up in your grave (seeing a bunch of early-Chills can be scary, as it means these guys might not be able to see play). Personally I think Bloodghast is the better choice for the 3rd "creature to recur from the grave"
  • Altar of Dementia: This actually works really well, though I wouldn't run more than 1-2 in the deck. There are a bunch of cards that just want to be in the graveyard and/or get themselves killed. Most notably Stitcher's Supplier. but also Bloodghast, Gravecrawler, and even Vengevine (assuming you can bring them back). This easily turns your attacks into very-wide landslide victories. 10/10 would recommend.
  • Carrion Feeder: I think I only ran 1-2 of these, and honestly, I think its hard to justify over Altar of Dementia or Lotleth Troll. I think it does definitely have a use-case (it seems great with Gravecrawler), but it feels a little niche to me.
  • Wonder: I only ever played one of these, in my sideboard. But it did seem very useful in some matches, particularly when it was hard to swing through the opponents creatures.

wallisface on Dermotaxi prototype

2 years ago

Creeping Chill feels really odd here, as its unlikely to matter with the Phage plan, but also unlikely to change the clock at all using the plan-b creatures. I’d suggest swapping it out in place of more consistency. Narcomoeba fits in that same bucket of “why is it here”.

Gidgetimer on Is there any way four …

2 years ago

The slow play ruling on Four Horsemen is for taking a series of actions that returns the game to the state it was in before the actions were taken. This means that you have 2-5 iterations on your initial combo turn (depending on how the Narcomoeba s mill) and 1 iteration on each turn after that to try to get the combo. If you had a way to sacrifice the Narcomoeba s you might be able to argue to a sympathetic judge that you should get the initial 2-5 iterations on each turn. If a judge is not sympathetic they may not even let you have more than 1 iteration on the combo turn.

Best thing to do is to just find another deck you like instead of chancing it IMO.

Cyberbolt21 on Mono Blue Midrange

3 years ago

psionictemplar yeah believe me i know. XD i have a habbit of always adding a bunch of cards that look interesting. This use to be way more clutered before i put this here. For the theme, like title says, im going for more of a midrange style. Mix of aggro and control. So im trying to aim for a balance of creatures and spells. I've been watching youtube videos for guidance and pull some cards from various build from Tolarian Professor, strickly better MTG and Giant monster games. In a way id like for this deck to be a jack of all trades type, can do several things but not excelling in one particular area. This is well suited for the group of friends i play with. I know abilities matter more but ive always been a person who likes to use cards that have artwork i enjoy, not solely run stuff just cuz they are objectively the best, it depends. This applies mostly with creatures for me, an old habit i have from my yugioh days XD but i digress. Thats why mono blue has been difficult for me to make, cuz a lot of creatures are meh to me. However i did find some stuff i like. So creatures like Callaphe, Beloved of the Sea Cloudfin Raptor and Thoughtbound Phantasm can get bigger over time. And for Thoughtbound Phantasm uses surveil so i threw in Narcomoeba in so i can a free creatures out. Id prefer if i could get a creature that has this same ability but with some added stuff idk. Also threw in some surveil cards like Dream Eater and Dazzling Lights to boost Thoughtbound Phantasm . Also have one Rise from the Tides for a token flood if i need it and some milling options like Mind Sculpt and have Sacred Excavation to use on Compelling Argument for more mill options. Cryptic Serpent can get out quick and cheaper with all the instants and sorceries played. And for Phyrexian Revoker i already have a full set of 4 irl cards so i might throw them here, can be good control to block card abilities, and have the other Phyrexian Metamorph to copy a creature if needed. Like i said id like this to be a jack of all trades kinda deck. I just need to get a good ratio of cards to balance out this deck.

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