Necrogen Mists

Necrogen Mists

Enchantment

At the beginning of each player's upkeep, that player discards a card.

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Trade

Have (1) metalmagic
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Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Necrogen Mists occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Necrogen Mists Discussion

dingusdingo on Urza Powered Scepter

6 days ago

You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?

You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.

Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.

I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.

Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.

The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.

Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.

This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.

This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.

dingusdingo on Fish Hulk might be a ...

2 weeks ago

Do you guys even play in competitive pods? Stax is a very easy match up for flash hulk players. Just hold removal before you combo if one of the 6 pieces that shuts you off is actually in play.

With the exception of stax pieces that shut off the flash hulk combo, almost every other stax piece actually helps the flash hulk player, because it lowers interaction from other players and allows them to combo in peace. Yes, the stax will hurt the flash hulk player, but its hurting the other players even more. You're creating an advantage for them by deficit, because the deficit is bigger for other players.

  • Rule of Law and variants don't hamper the finding or executing of flash hulk
  • Sphere of Resistance , Trinisphere , Winter Orb , Static Orb , and similar lower the amount of interaction other players are able to meaningfully hold against the flash hulk. Flash hulk must only assemble 2 mana to execute the combo, so even with tax or slow down pieces it doesn't take long for them to assemble the mana, even under Trinisphere
  • Creature wipes or other board wipes don't really slow the flash hulk game plan, unless your wipe is at instant speed. The new fish hulk allows players to hold priority and fully execute the library flip into GY and stack the trigger before passing priority, negating instant speed wipes as a method for interacting
  • Grave hate pieces are now irrelevant unless they stop the death trigger, as fish hulk can execute without reliance on GY
  • Artifact hate like Stony Silence hits back up lines or fast mana for flash hulk, but doesn't stop the actual hulk
  • Handstax are too slow unless you get a great play like Entomb into Reanimate on a Sire Of Insanity . Incremental handstax like Oppression or Necrogen Mists are certainly strong, but don't dump player hands fast enough to fully stop the flash hulk, but they do whittle away interaction from opponents trying to stop flash hulk

There's only a small handful of cards that stop the flash hulk combo outside of counterspells. We're looking at Pithing Needle Phyrexian Revoker or Sorcerous Spyglass naming Nomads en-Kor . There is also tutor hate with Aven Mindcensor or Stranglehold (and Leonin Arbiter , but thats just a delay, not a hard stop). Finally, you have big creature hate effects like Cursed Totem , Linvala, Keeper of Silence , or Suppression Field . Finally, you have creature hate that removes small dorks, like Plague Engineer , Elesh Norn, Grand Cenobite , or Night of Souls' Betrayal

Not all of those pieces are good enough to warrant slotting. Also slotting all of these pieces would lower your card quality significantly, which causes more losses against all decks that AREN'T running hulk (read: the two other players in the pod)

Part of the reason why its such a big slice of the meta and pretty much the deck to beat is because it is highly efficient, there is strong layering, it plays around stax, and the color identity gives it access to big draw engines, the most efficient tutors, and the most efficient removal.

So you land your Linvala against the T&T fishhulk player. All they have to do is continue to draw cards or tutor up a Path to Exile or any other piece of removal before jamming their combo.

So you land your Cursed Totem against T&T fishhulk. They just have to Chain of Vapor at EOT before theirs and they're golden to combo off.

Even if you decide to run Extract and pull the hulk from their deck, the deck isn't dead. You can Thrasios + infinite mana (dramatic scepter most likely) as a win-con. You get labman + consult as a wincon. The deck has very good layering. Even when you shut down the primary goal, it has still been advancing towards the second combo too. The Sylvan Library that was played turn 1 is now digging for consult pieces instead of hulk pieces. The tutors can be used to find those pieces instead. The best part, is that the stax pieces which shut off hulk combo don't shut off the other combos, which is why those combos in specific are layered underneath the hulk package.

I'm going to level with you Megalomania. You have told me you play flash hulk. Then you suggest the solution to fish hulk is to build a deck that makes it easier for fish hulk in pods. Then you say you have limited experience, but "just build the right archetype bro". So my question now is, are you just an extremely bad player who bought a $4000 deck, or are you an angle shooting dickhead trying to spread bad information to help avoid a ban for your $4000 deck?

Honestly, I kind of expect both sides out of flash hulk players. While I do suspect you're a competent dickhead spreading bad info, it wouldn't surprise me in the least if you're a dummy who looked up the most popular tier 1 deck and bought it. Either way, I really need you to stop spreading your garbage information by posting. There are already enough bad players on tappedout, we really don't need any more help in that department.

StopShot The effects from Faerie Macabre and Ghost-Lit Raider are activated abilities from a creature, and are thus turned off from Grand Abolisher . Similarly, Simian Spirit Guide is shut off as well. Similarly, Linvala and Cursed Totem also turn off all three of these creature abilities.

Besides that, you do state succinctly why hulk should be banned over flash in response to the article. I agree. Hulk being legal forces specific and jank deckbuilding requirements.

BX223Hunter on Backstreet Elves

1 month ago

Not sure what your meta is like but have you found Root Maze to be worth it over something in your maybe board? Like Necrogen Mists or Raiders' Wake ?

DreadKhan on Smallpox

3 months ago

It feels odd seeing no Innocent Blood in here, but I guess with 4 Liliana's, you don't need it as badly. Still, vs a high creature deck like I playtested it against, this does struggle a bit if it can't get a Liliana out, but if it can, it's in pretty solid shape.

Why is Last Hope in here if you run 0 creatures? I'd prefer Innocent Blood or Necrogen Mists maybe since you are running a discard theme, and maybe The Rack over Cursed Scroll? The Rack is fully passive, and with so much discard, it could even be a more effective damage dealer for the same CMC up front.

SideBae on Low att. discard

3 months ago

So two cards I think you should put in right away are Geth's Grimoire and Words of Waste . Paired, they're busted -- but individually they're good, too.

Smallpox and Pox are some pretty brutal spells to resolve. I've always been partial to Smallpox , simply because it's easier to build around, but Pox proper can be pretty good too.

Liliana of the Veil is amazing, though unfortunately she is a lot of money. Liliana, Heretical Healer  Flip is a more affordable alternative -- and if you can flip her fast and consistently, she's arguably just as good. Liliana Vess is also good, but I think she's significantly worse than the aforementioned. If you run some Lilies, Liliana's Triumph becomes even more powerful.

Considering how much of your creatures are under three power, you might want to consider Meekstone if your meta is into the whole attacking thing.

Raven's Crime interacts pretty well with Null Profusion .

Night of Souls' Betrayal seems like it'd be super dorky in this deck. Your x/1s (like Dusk Legion Zealot ) would die and come back every turn so long as your general is down, so you'd get their triggers on every end step. This will require a lot of build-around, but keep it in mind because it's kinda super powerful.

Bottomless Pit and Necrogen Mists are good permanent-based sources of discard. Oppression is also pretty dumb.

dingusdingo on Non dredge gitrog deck.

4 months ago

This is a somewhat strange request. The interaction between Dakmor Salvage and The Gitrog Monster is extremely strong, and very cheap monetarily. You should consider running a couple dredge cards for value anyways, as hitting 2-3 extra draws off a dredge is an easy and once again cheap monetarily way to get ahead in card advantage.

To humor you though, here's what I'd probably run.

And from there, round it out with some efficient early game beaters, some spot removal, land ramp, and a bit of card draw.

hungry000 on Shadow Magic

4 months ago

I recommend having a 3:1 spit of Dead of Winter and Bontu's Last Reckoning , or at least a 2:2 split. Dead of Winter scales to kill big creatures in the late game and is able to kill pretty much anything they play before turn 3 without the huge downside that Reckoning has. Plus, playing snow lands lets you play some Frostwalk Bastion as a budget Mutavault ; manlands are relatively important in 8-Rack to help increase the clock and Bastion can even buy you an extra turn when it blocks.

Next: 8-Rack's goal is to get each player to topdeck mode as fast as possible, and while Necrogen Mists is a really good value card, its higher cmc means it doesn't get them to start topdecking as fast as a normal discard spell does and it literally does nothing to the opponent once you get into topdeck mode. Liliana's Caress is in the same boat since it doesn't make them discard.

I recommend cutting the Necrogen Mists and the Liliana's Caress es to play 4 Blackmail , 2 Funeral Charm , and 2 Stupor . Funeral Charm can make them discard cards as well as remove early game creatures while Blackmail and Stupor are both decent discard spells. They are less expensive than Necro Mists/Lili's Caress, too.

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