Necrogen Spellbomb

Necrogen Spellbomb

Artifact

(Black), Sacrifice Necrogen Spellbomb: Target player discards a card.

(1), Sacrifice Necrogen Spellbomb: Draw a card.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Mirrodin (MRD) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Necrogen Spellbomb Discussion

zAzen7977 on KAMIKAZE SHADOW RACK (Suicide Black)

1 month ago

Thanks for your comment OLucas, I did a lot of testing and you are right, I will cut the Urborgs down a bit. I got carried away with the concept of swampwalk for Death's Shadow, but that’s a rare occurrence and I can’t force it by running more Urborgs. Also I had completely forgotten about Necrogen Spellbomb, that looks like a good option for this list, I’ll consider it!

OLucas on KAMIKAZE SHADOW RACK (Suicide Black)

1 month ago

At the moment, your Urborgs only help your opponent. Not only that but if you 4 copies there's the risk of awkward two-landers that are effectively one-landers. If you end up with fetches or lands that don't add black, 1 or 2 are justified.

Don't know how important it is but another piece of instant speed discard is Necrogen Spellbomb. I also don't know if it's needed/good, but if you flood often Torment of Hailfire can be a finisher.

Azeworai on Tinybones the card thief

1 month ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

TriusMalarky on Modern Lurrus Prison

2 months ago

So, here's what I'm thinking:

Spreading Seas

Pyroclasm(2 copies or so)

Fatal Push(duh)

Lightning Bolt(duh)

Galvanic Blast

Aether Spellbomb

Necrogen Spellbomb and Scroll of Griselbrand

Nihil Spellbomb

Seal of Fire

Seal of Removal

Pyrite Spellbomb

Some Signets

Maybe Duress

Lantern of Insight and the mill friends, specifically Ghoulcaller's Bell

Thought Scour for consistency

Artificer's Intuition is a literal Survival of the Fittest here.

Whir of Invention

Ratchet Bomb because repeatable specified wraths is fun.

Shrine of Burning Rage and Shrine of Loyal Legions might be interested but their value is dubious.

Grave Peril can also control the board.

Locket of Yesterdays can help reduce mana costs of reanimating spellbombs.

I wonder if I can cast Lotus Bloom from my yard or if Lurrus of the Dream-Den doesn't allow that.

Os Mox Tantalite worth running?

Pithing Needle seems great.

Renegade Map for land draw?

SinsOfTheMoon on Dimir Midrange Death's Shadow

4 months ago

Add at least 1x Necrogen Spellbomb. It allows you to have a permanent instant speed discard, winning by itelf most matchups.

SinsOfTheMoon on Kethis Combo

4 months ago

Another card suggestion : Necrogen Spellbomb. It combos with Emry, Lurker of the Loch for permanent instant speed discard, locking by itself most opponents, even better when paired with Teferi, Time Raveler.

Gattison on Cow existence v. 0.1

5 months ago

Boza: Hey sorry for the delay, but I kept getting distracted by "real life" this week. Now that I've got time, I love the idea of using the cow! =D

In my playtesting, I honestly kept getting mana-boned a lot. Adding something like Ichor Wellspring or Faithless Looting, or maybe even Thrill of Possibility could help you draw into landplays.

Also, I felt like the Cow, Grave Scrabbler and Stinkweed Imp needed more ways to get "online." The only card in the deck that can discard other cards is Tortured Existence, and at 4/60th of the deck, if you don't see it, then I feel there should be a backup redundancy for the combo.

These artifacts allow you to discard: Implement of Malice, Necrogen Spellbomb and Patchwork Gnomes.

I was also thinking that Dimir House Guard could even replace Grave Scrabbler and be used to tutor the cow, which might lessen the need for discard outlets.

P.S. I think this deck may be listed as "Standard" because the site told me all my suggestions weren't legal in Standard.

xSpicyMeat on How Not To MTG

1 year ago

Luxxis7, thank you for the suggestion! I'm honestly not too sure at this point; Scroll of Griselbrand is excellent as a free ' Shrieking Affliction ' trigger and can be used to tap for Herald of Anguish 's 'Improvise' before being activated. I will playtest and see how it goes in place of Necrogen Spellbomb . Let me know how you go too!

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