|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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1 week ago
@jonmaior - what do you suggest? Currently I have 2 Collective Brutality, 1 Darkblast, and 1 Murderous Cut all mainboarded, as well as Elesh Norn, Grand Cenobite and Iona, Shield of Emeria as reanimation targets which can both hose entire decks on their own.
As a comboy deck, I feel like that's actually quite a lot of mainboard interaction. That plus I can usually just block with an army of Lingering Souls and Narcomoebas is enough to slow most aggro match-ups.
The deck's configuration is very tricky though, so if you see something that may be a better set-up or a well suited replacement card, please let me know.
2 weeks ago
If reviving creatures is what you're looking for, the best decks that currently employ the strategy are Dredge and Living End. Dredge uses the namesake mechanic on cards like Stinkweed Imp to build up a huge graveyard, then beats down with cards like Bloodghast, Narcomoeba, and Prized Amalgam. Living End uses creatures with cycling (like Desert Cerodon and Horror of the Broken Lands) to churn through its deck, then uses cascade spells like Demonic Dread and Violent Outburst to cast Living End for free and revive them all in one go. Would either of these interest you?
3 weeks ago
Pshh. It's cool with me. I would consider the TCG Player order more, as I'm kinda trying to help my friend get into cEDH. He's built a scion Hermit Druid combo deck, but doesn't have the combo.... I know. Dumb, right?
I'm in need of:
1x Dread Return
3 weeks ago
in case you were interested, there's an old "no lands" deck that wins through Laboratory Maniac. To pull the combo off you simply cast Balustrade Spy and then mill yourself for your entire deck. Upon doing so, the 4 Narcomoeba in the deck trigger, and then you can sacrifice them to flashback Dread Return. You use the Dread Return to resummon Angel of Glory's Rise, which in turn brings back Laboratory Maniac and Azami, Lady of Scrolls. You use Azami, Lady of Scrolls to draw a card, at which point you win through Laboratory Maniac.
It may sound crazy, but in the right deck it can go off pretty consistently. If you're playing against some casuals trying to summon big creatures they will absolutely get wrecked.
1 month ago
This is Really REALLY unreliable but this is the best I think you will get:
Turn 1 on the play:
Add 2x green to you pool from the chancellors. GG in pool
exile Simian Spirit Guide. RGG in pool.
Use RG for Desperate Ritual. RRRG in pool
Use RR for Burning-Tree Emissary. RRGG in pool Emissary in play
Put Balustrade Spy into play. R in pool
Mill deck. 4x Narcomoeba into play R in Pool
3x narcoemeba 4x zombie token in play
Endless Obedience into hand.
Convoke any 6x creatures for Endless Obedience.
Target Angel of Glory's Rise.
Tap Azami, Lady of Scrolls to win the game.
1 month ago
Not too long ago, I took to this forum with an idea. I had just had a friend of mien explain legacy Oops, All Spells to me. Fascinated, I wanted to see if there was a way to build it in modern. So I built VialDredge (Modern All Spells). The deck used fast-mana to drop Aether Vial which you needed in your opening hand. You then somehow needed to start dredging and draw into Endless Obedience to get Balustrade Spy, then cast another Endless Obedience to win. It was a cute idea. Won on maybe turn eight, nine or ten at best.
I was recently clearing out all my old decks when I came across this old deck, which I had;t given any thought to in over a year. And I realized, Holy Shit, I can do this without Aether Vial!
Here's how my new-and-improved modern all-spells works. Draw to eight, discard, begin dredging. Once you have enough creatures that come into play from the grave (Prized Amalgam, Narcomoeba), cast Endless Obedience to reanimate Angel of Glory's Rise. Angel of Glory's Rise must reanimate at least one of each of the following: at least one Undercity Informer, at least one Snapcaster Mage or [[eternal witness], and at least one Wild Cantor or Burning-Tree Emissary. First, use Snapcaster Mage/Eternal Witness to allow us to recast our now-resolved Endless Obedience. Then, use the mana from Wild Cantor/Burning-Tree Emissary with Undercity Informer to sacrifice Angel of Glory's Rise and deck yourself. When decking ourselves, we get the rest of our narocmoebas, and then use the mana remaining from our Wild Cantors/Burning-Tree Emissarys (that were reanimated with our first Angel of Glory's Rise) with Undercity Informer to sacrifice any number of creatures and get a zombie tokens with Bridge from Below. We then recast Endless Obedience from our graveyard or hand, reanimate Angel of Glory's Rise, and return Laboratory Maniac and Eternal Witness and all other humans to the battlefield. Eternal Witness gets us to hand Street Wraith, which we cycle to win.
Did you follow that? If you did, I applaud you. Here's my build:
Now that I have a more consistent combo, I'm looking for advice. Do any other Narcomoeba-type cards exist? What should my deckles look like? All feedback appreciated, but that is really what I am looking for.
1 month ago
It's a great deck, but I don't think your turn 2 win actually works. You can't equip an Equipment artifact to the creature it's already on, nor can you simply remove it and re-equip it. It has to go onto another creature you control. If equipping your Cephalid Illusionist mills over one of the Narcomoeba, you can start bouncing the Shuko between them, but otherwise the turn 2 win isn't a thing. Also, I'd recomend replacing two of your cards for more Trinket Mages. It's your most reliable way of getting a Shuko. Oh, and consider Thought Scour. Great card for your deck, I'd think. You run the risk of milling a Shuko though, so it's up to you.
1 month ago
I completely understand its uses. The twisted mess of math behind this deck, however, makes things a little more difficult. I am actually unsure of how to explain this to someone who hasn't done some 500+ test plays wile recording the data so please bear with me.
The idea with a deck like this would be to get it to go off as fast as possible. As in turn 1. Each subsequent turn drastically lowers your chances of this. The faster you can get it going the lower your chances of being disrupted are. This is made ever more imperative with the choice to use Summoner's Pact as by the following turn if you haven't won you have now lost. Thus I chose to leave Summoner's Pact out of my decks Demoralizer and Bookwurm. This, however, is personal preference based off my uncanny ability to have the worst of luck.
So lets look at what you need in your hand.
Best case scenario you end up with Lotus Petal Dark Ritual and another one mana single card. You could, however, have Chrome Mox and also need a card to exile for the imprint. What if you don't have Lotus Petal or Chrome Mox + throw away black card? How about no Dark Ritual? Wild Cantor adds another card to the lineup. While Manamorphose will also do this for you and allow you to draw another card it has its own problems which I will likely cover (if I don't forget).
So we are now up to 4 needed cards in a best case scenario. As stated above and also corroborated in the "Statistics" section of Demoralizer, there is only about a 40% chance of a turn 1 win. Thus you would need to mulligan in order to get the cards you need while sacrificing hand size. This is where I put more of my stock in the gamble. However you lose hand size in the process.
Now add in the chances that you have more than 1 card that can't be in your hand (Angel of Glory's Rise Laboratory Maniac Azami, Lady of Scrolls and also Narcomoeba though it does you no good to discard Narcomoeba). Thus the likelihood of needing to use more than one Cabal Therapy on yourself just decreased drastically.
Yes I understand that you still have the option to use it on your opponent. However the only card that allows you to look at your opponent's hand is Gitaxian Probe, which there are only 4 of in the deck. Without it you are playing yet another game of chance. I also understand that you may know the type of deck your opponent is playing as people tend to stick very much to the meta in Legacy but you are still taking a gamble. What if you choose the wrong one? The likelihood of even getting to a point where you would take that gamble prior to casting by paying the flashback cost is next to none and by the time you would have cast with flashback they likely would have disrupted you already anyway.
Basically, this deck has no solutions for pushing into mid or late game. Remember, on the whole, Legacy is a turn 3 win format. If you can't get it to go off immediately you will lose. Spending 1 needed mana on a gamble that will likely push you into turn 4+ situation is not conducive to the play style of this deck. Personally it is a gamble I wouldn't take.
While Cabal Therapy IS a very important, nay necessary part of this deck, I just can't get behind having more than 2 in the deck. It is better to rely on mulligans to get the hand that you need. Then again you know my feelings on Summoner's Pact.
On a side note. Using Manamorphose can also be a bit of a gamble as you have no way of storing that 2 mana if you don't get the card you need. This can also push you into a turn 4+ situation.