At the beginning of each player's upkeep, that player discards a card.
|Want (2)||LordSelfish , Ender666666|
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|Commander / EDH||Legal|
Necrogen Mists occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Necrogen Mists Discussion
2 weeks ago
Sorry to hear about your playgroup! Mine sort of discontinued as well but that’s because everyone just got busy. After this whole Covid-19 shakes out I’m hoping to start playing at my local LGS on Friday nights (that’s their EDH night) and just maybe I’ll coordinate getting the old group back together. I think I’ve played about 6-7 games in the last 6 months. Not at all the amount I wish I was playing.
Yeah that’s a great way of looking at this deck, especially like you say Golgari is really good at bringing stuff back from the graveyard. With my meta, people finally started waking up to graveyard hate though so it became rather null and void if I brought him back from the graveyard or just kept paying the commander tax. Now the lockout creatures and empty hands is also very different too. I’m nearly tempted to adapt the latter (I really want to pick up a Necrogen Mists, brings me back to when I first started playing magic). The board full of creatures I’m sure works, but I feel more comfortable limiting the amount of creatures here unless they are big time plays like Forgotten Ancient or Necropolis Regent.
So I just found out about the Mystery Boosters the other day. Are they available right now and how much are they going for? Is there a list of what cards you can get from those packs? What cards are you considering at this time you werent before because of price?
Yeah you’re not kidding about Hydra's Growth. That card is dope! I actually picked up a Shadowspear a few weeks ago and I have to say that would be another fantastic card for this deck. I’m not sure if I’m putting it in this deck or my Jor-Kadeen brew (it’s more equipment/artifact focused). But my lawd, is that de-hexproofing ability friggin bonkers... I had to get it as soon as I saw that.
3 weeks ago
Right? My play-group fell apart and I stopped playing. I plan on starting up at an LGS soon, even though I hate most people that play lol. I figured I’d put an new coat of paint on before I get smeared.hows your deck favoring? I’ll check it out after this comment.
Thanks for the compliments though! Over time I realized Skullbriar isn’t worth protecting when golgari is so good at just bringing shit back. I figure the best method is keeping people’s hands empty, graveyards full, and a board full of lock out creatures. I’m writing up a new primer and adding more cards like Sheoldred soon.
A TON of cards are plummeting with the mystery boosters so I’m considering cards I previously hadn’t.
Hydras growth is the best card we’ve received in ages for this deck. I’m so excited for all the new EDH cards coming out this year. Maybe it’ll allow a more counter focused deck.
The discard theme is new but I figure it’s a much stronger protection than just beefing up with enchantments and artifacts: Necrogen Mists, Oppression, Bottomless Pit, Cunning Lethemancer, Liliana, Heretical Healer Flip, and Stronghold Rats
3 weeks ago
Hey dude! Long time no see! I like a lot of the changes this deck has gone through since I’ve last commented. How has it been playing in your meta? Do folks run away scared?!? You’re version is very different from mine and I like it so much.
Thanks for showing me Hydra's Growth. That is a dope counterS card. I definitely need to get one!
1 month ago
mccabej140: Bottomless Pit can be a little dangerous, yeah. I wouldn't necessarily cast it if I have an absolutely critical combo piece in hand. But it also massively screws with our opponents (they all have the same problem, where it can decimate their combos or hit their lands), and for that reason I prefer it over Necrogen Mists. I'd go with personal preference on this one -- but I think Rakdos is best when it's built in a risky way ;)
Regarding Wishclaw Talisman -- hard pass. We want to actively avoid our opponents getting unconditional tutors, especially since they'll always tutor for a draw source and undo all our hard work.
1 month ago
I've built a version of this deck myself and I've noticed that Bottomless Pit can sometimes force me to discard important combo pieces that are hard to recur. Is this just a risk of the card or do you have a way around this? I'm considering swapping in Necrogen Mists. Also, Wishclaw Talisman is a card to consider if you haven't already.
2 months 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.
2 months 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.
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.