Necromancer's Magemark

Legality

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

Printings View all

Set Rarity
Guildpact (GPT) Common

Combos Browse all

Necromancer's Magemark

Enchantment — Aura

Enchant creature

Creatures you control that are enchanted get +1/+1.

If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead.

Necromancer's Magemark Discussion

carpecanum on The Holy Enchanted Spirit V2

10 months ago

Necromancer's Magemark puts Daxos in your hand instead of the command zone. Any of the Umbra spells would protect him. Inner Demon makes him tougher but mostly it boardwipes weenies.

My son's Daxos deck is I'm Not Dead Yet if you want to look at it.

lagotripha on

1 year ago

Personally, I'd run Zombie Infestation as extra one with nothing copies. If its worth discarding your hand, its worth running infestation.

Dropping the CMC will do a hell of a lot. Gonti's Machinations in particular is efficient damage that can sit on the field, and Sinister Concoction is also cute, which combined with Seal of Fire points to an 'enchantments matter' list.

Some Genju of the Fens/Genju of the Spires might work, as might Demonic Vigor/Necromancer's Magemark. But thats not where I'm going.

B/G Strength from the Fallen/Wreath of Geists with Stitcher's Supplier.

Commune with the Gods/Kruphix's Insight, Nighthowler/Renowned Weaver, Boneyard Wurm etc. This also gives access to Seal of Primordium in the sideboard.

I envisage it looking something like this- One Challenge.

Mono black deckbuilder's toolbox is my big list of cards which I tend to brew from. feel free to take a look, see if it sparks anything.

SufferFromEDHD on Shooooot Her! [Pauper EDH]

1 year ago

Shade's Form is another personal favorite. Necromancer's Magemark is awesome and similar.

As for finding a spot for Standard Bearer... your list is very toned. Nothing stands out. I don't like Dark Favor but I understand why you are running it.

Flakdragon on Rattastic

3 years ago

Alright, I'll start with the stuff I really think works, and work my way down.

As I said before, I think cards like Whip of Erebos, Bad Moon, Coat of Arms, and Archetype of Finality are super sweet, because they turn even 1/1 rats into legitimate threats. Also happy to see Ogre Slumlord, Ratcatcher, and Patron of the Nezumi in here. I think you hit most of the really great rats, though some to look at might be stuff like Chittering Rats, Gnat Miser, Lab Rats and Rotting Rats. Others to look at might be Rancid Rats and the super-spicy Graf Rats. And of course, Relentless Rats

Skullclamp is great, and will win you many a game off the back of card advantage.

You also have a good mix of wraths and spot removal. You're perhaps a bit heavy on spot removal, but since the deck likes to go wide with tokens, having spot removal to take care of problem cards might do a better job, since this way you're not ruining your board state.

Crawlspace is such a flavorful card in this deck I'm not even mad that it does only mild things. 10/10Now for the less than perfect stuff:

I think you need to cut some of your noncreatures. Marrow-Gnawer really wants a certain critical mass of creatures in order to do anything. Right now, a little less than a 5th of your deck is rats. Which means that a beginning hand will have 1 or less rats in in. Because of how Marrow-Gnawer's ability resolves, you need at least 3 rats, including him, to increase rat numbers. I drew a few sample hands, and this seemed like a common problem, though my sample size is small.

The land base is a little lackluster. Serviceable, yes, but not exciting. Black is very good at going big with its mana, and cards like Cabal Coffers, Crypt of Agadeem, and Lake of the Dead can go a long way. Urborg, Tomb of Yawgmoth, Mutavault, Westvale Abbey  Flip, Leechridden Swampand Bojuka Bog all also advance your game plan. Glad to see Swarmyard in there though. Card is nuts.

I do like Rings of Brighthearth and Illusionist's Bracers. They are fun and interesting cards. I'm not sure we need both, or if the effect is strong enough. But I would watch those cards.

I feel like perhaps you did go a little too hard in the paint with wraths. 7 wrath effects in one deck is a LOT, and they up your curve while also making it hard for you to build up rats. Cards like Grave Pact and Attrition fill the same role, for a bit cheaper, and without losing your whole board every time.

I'm on the fence about Jet Medallion and Door of Destinies. On one hand, they do both play to the gameplan. But at the same time, most of your black spells are already cheap, and you're not going to be casting too many rats. Mostly you'll just being making tokens, which does not trigger the Door.

And for my big issues:

Quite a few of your cards do not play to the game plan. Lashwrithe is a great card. But its not a rat, it doesn't synergize with rats much besides make one of them big, and costs a fair bit of mana. Conspiracy is a realllly bad card in tribal decks like this. Essentially, you're paying 5 mana to make Ratcatcher have fear. When all but 4 cards in your deck are rats, there's no need to turn those four into rats. Dark Privilege, Necromancer's Magemark, and Visions of Brutality are all just not very good. Grim Harvest looks great, but if you read closely, it makes you pay that whenever a creature dies or Grim Harvest exiles itself. This is actively anti-synergistic with Marrow-Gnawer's ability.My advice at this juncture:

1) Up your creature count. I don't know precisely what you want to cut, but a tribal deck like this wants its tribe.2) Try to lower your Converted Mana Cost a tick. Not by much, since commander is a bit more of a forgiving format, but a little. You want closer to 3 than 4 (You can find your Average CMC below price lists near legality and stuff)3) Take a crack at expanding your mana base a bit. There are plenty of great cards to tinker with.4) Don't be afraid to make cuts, and don't be afraid to ignore my advice.

Some Suggestions:

Phyrexian Arena, Patriarch's Bidding, Plague of Vermin (For the luls), Eldrazi Monument, Akroma's Memorial, Urza's Incubator, Black Market, Greed, Gauntlet of Power, Thousand-Year Elixir

Skeraan on Energy Turtle Tribal (9$)

3 years ago

Thanks for the feedback! I'll try those cards and see how it goes.

So I'm replacing the Aqueous Forms with 4 Infiltrator's Magemarks and a Coat with Venom and an Island for 2 Necromancer's Magemarks. I just hope here will be enough lands.. the alternative was to take out an Aspect of Gorgon for a Necromancer's Magemark but as the Magemarks work better if there are more auras, I'll try to take out 1 land instead.

chelonian on Energy Turtle Tribal (9$)

3 years ago

Hi there, Turtle tribal is always a great choice!

As for suggestions have you considered the Magemark Auras (Infiltrator's Magemark and Necromancer's Magemark). I would suggest replacing the 4x Aqueous Forms with Infiltrator's, they may cost more and you lose the scrying but earlier turns should be spent building up your army of turtles anyways and Infiltrator's counts as a global pump for each enchanted creature (and makes any of your enchanted craeture's unblockable, even the ones that aren't specifically enchanted with it!). Plus Necromancer's Magemark also help pump your enchanted creatures and lets you get your enchanted turtles back if they are sent to the graveyard

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