Necrologia

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Rare
Seventh Edition (7ED) Uncommon
Exodus (EXO) Uncommon

Combos Browse all

Necrologia

Instant

Cast Necrologia only during your end step.

As an additional cost to cast Necrologia, pay X life.

Draw X cards.

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Necrologia Discussion

Gadianten on You CAN play Haakon!

22 hours ago

Your deck NEEDS Nameless Inversion. The changeling rule makes it a knight and two mana for repeatable +3/-3 at instant speed? Yes, yes please. I would drop 2-5 of the less impressive knights for greater draw power. Other possibilities for discard sources would be Anvil of Bogardan, Call the Bloodline, Grimoire of the Dead, Key to the City, Necromancer's Stockpile, Tortured Existence, Conqueror's Foothold or Geier Reach Sanitarium depending on how much having non knight creatures bother you, although I think Geier Reach Sanitarium is worth it. Necrologia acts as a one turn Necropotence without the exile draw back to sculpt your hand and fill your graveyard by paying 10-20 life.

Rabid_Wombat on Sharuum the Hegemon EDH

1 month ago

I dug up my old Sharuum deck last week so can give you a few pointers (our group banned infinite combos so none of that jank ;) )

Conjurer's Closet - Just plain Awesome! Should be in every Sharuum deck!

Tawnos's Coffin - So great at locking down opposing Commanders...reanimate with Sharuum and repeat.

Buried Ruin Because sometimes Sharuum can get real expensive to cast - you need a good Plan B.

Mana Vault - One of the best mana rocks, really Speeds up the deck.

Artificer's Intuition - Dump bombs in the yard to reanimate for later whilst searching for mana rocks to accelerate your early turns.

Umezawa's Jitte - Can be a game winner when combined with evasion...which you have in spades.

Unesh, Criosphinx Sovereign This fattie is the reason I'm running Sphinx Tribal again...the cost reduction is sweet and the built in Fact or Fiction is just gravy!

Fabricate - auto-include.

Windfall - Screws over other players while helping you get more targets for reanimation.

Teferi's Moat - Cheap alternative to Moat that encourages opponents to attack each other.

Indomitable Archangel - Shrouded Sphinxes win games!

Enigma Sphinx - Cascade on a stick...non-optional for Sphinx tribal...he's da bomb.

Isperia, Supreme Judge - More card draw and with 6 power he's a heavy hitter.

Exsanguinate - Late game this can be a real wincon.

Akroma's Memorial - So good and reanimating it will make your opponents weep tears of frustration.

Padeem, Consul of Innovation - Don't think about it, just add him in. Although if you really want card advantage nothing beats Phyrexian Arena...I'm even running Necrologia for extra card draw - you can never have enough.

Hope the above tips helps you out and may your Sphinxes always Fly High!

fierce3302 on Kaaliliana and Friends

1 month ago

As your deck list is pretty big so I thought I would give you some ideas for cards to cut.

Akroma, Angel of Fury: good, but does not have a big enough effect for commander

Anger: you're only running 2 mountains

Dragon Whelp, Serra Angel, Orzhov Guildmage, Ichor Wellspring: not large enough effect

Dread Cacodemon, Reiver Demon I'm not sure about this but I don't think Kaalia's ability qualifies as casting it

Duergar Hedge-Mage good card but again, you are only running 4 mountains and 6 plains

Fallen Angel: you don't really have a use for a sac engine.

Jayemdae Tome: Just not great

Wrecking Ball no need for land destruction and there is better creature removal

Soul Snare: better options, ie Swords to Plowshares

Ghostly Prison:fine cared but has no real reason to be in this deck

Vow of Duty: just run a removal spell

Earthquake, Evincar's Justice, Pyrohemia, Sulfurous Blast: The mardu colors are the king of board wipes, run something better. ie. Damnation, Toxic Deluge, Wrath of God, Chain Reaction, Phyrexian Rebirth, and Decree of Pain to name a few

Congregate: don't need the life gain. Unless of course you play lots of token decks

Liliana of the Dark Realms: you have 3 swamps

you have a good amount of good creature but because your commander relies on your hand here are some more card draw ideas:Ambition's Cost, Ancient Craving, Bloodgift Demon, Damnable Pact, Dragon Mage, Erebos, God of the Dead, Harvester of Souls, Necrologia, Night's Whisper, Ob Nixilis Reignited, Painful Truths, Sign in Blood, Skeletal Scrying, Underworld Connections, Wretched Confluence, and Read the Bones.

More additional combat phase spell would also greatly benefit you. World at War, Aurelia, the Warleader, Fury of the Horde, Hellkite Charger, Relentless Assault, Savage Beating, Scourge of the Throne, Seize the Day, Waves of Aggression

in case you haven't already you may want to check out https://edhrec.com/commanders/kaalia-of-the-vast for more card ideas.

Looks like a great start, hope my comments were helpful

Razulghul on Any Suggestions for Mardu Draw ...

2 months ago

I didn't see it listed but I'm a big fan of Skullclamp/Mentor of the Meek and Bitterblossom. Necrologia is a tad expensive mana wise, but considering how many cards you can draw starting at 40 life I think its playable.

wisegreenbean on Oh baby that's a double! (Kess EDH)

3 months ago

you got 2x Rakdos Charm.

Doubling Cube doesn't feel worth. I worry Kozilek, the Great Distortion will sit in your hand, grixis ramp isn't amazing and relying on 2 colorless mana rocks to stick is dubious. Dubious of Torment of Hailfire, token decks and sac decks and life decks will laugh. Hazoret's Undying Fury is also kinda meh card advantage without topdeck manipulation and if you have blue black. Reanimate might be getting a lil too cute with your life total, spellslinger decks get punched in the face a lot. Hour of Devastation may be too weak a sweep when the chips are down. I dont adore Whispering Madness and Windfall because they may draw opponents hella cards, since you're the blue deck here. I know it fuels your graveyard strategy, but I dunno if it's worth, if you draw the boros deck 6 cards. Also, you might fuel other stronger graveyard strategies. I see at least 16 cards that net you card advantage, in addition to your commander, so Necrologia also feels too cute with your life total.

Needs moar copy spells. Dualcaster Mage a beast. Fork. AEtherize and AEtherspouts can save lives, though tragically they nonbo with your commander.

16 mana rocks might be overkill. I reckon you could cut at least 4.

theindigoeffect on A Noob's Attempt At Markov Commander

3 months ago

No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.

There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.

Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.

As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!

It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.

Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.

You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.

Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.

Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.

Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.

That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.

Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.

hwagner on Heaven

7 months ago

Im a big fan of Baneslayer Angel. Also I've been thinking and Disciple of Bolas seems good. You can play it and sac a 5/5 to draw 5 cards and refuel your hand for further Kaalia triggers. Other card draw options for consideration include Moonlight Bargain, Necrologia, Mind's Eye, Syphon Mind, Night's Whisper, Sign in Blood, and Skeletal Scrying. Hope this helps!

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