Necromantic Selection


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) None
Commander 2014 (C14) Rare

Combos Browse all

Necromantic Selection


Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.

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Necromantic Selection Discussion

ZaneOlric3 on Shamble and Rot

2 weeks ago

Necromantic Selection is a pretty amazing card. It’s a board whipe that gives you a creature!

FiveEightFiveBC on BUGR

1 month ago

I would consider swapping out Living Death for a wipe/recursion spell with more synergy. If one of your goals is to build up +1/+1 counters, Living Death is going to instantly wipe away any progress you made in that. It is going to wipe your board, leaving you with nowhere for those counters to go. Necromantic Selection might work for creating one beefy beater, but I'd need to look into how exactly all the triggers would stack. Hopefully, you'd get your zombie (as it's a part of the spell's triggers) BEFORE Reyhan's ability triggers.

Wurmlover on So . . . The Start to a Combo Deck

1 month ago

ok, so first thing's first, your commander doesn't help at all with what the deck wants to do, combo off. He's way too expensive, offers little to no utility, and is all around bad. If you HAVE to stay in esper even though Breya gives you exactly what you want and red is a good color, I would recommend playing Zur the Enchanter as your commander. he is typically the go-to for esper colors. the best part about him is that he is relatively inexpensive, and doesn't requite a buildaround. All you need for him to be worth it is a few enchantments you should have anyway, things like Necropotence, Mystic Remora, Rhystic Study, etc, all provide fantastic card advantage and utility to the deck.

  • Helm of Obedience + Rest in Peace: This combo would synergize with both zur and your artifact theme, making incredibly easy to tutor for and a fun way to win.

  • Basalt Monolith + Rings of Brighthearth + Stroke of Genius: infinite colorless mana never hurt anyone.

  • Laboratory Maniac + Demonic Consultation: the way this works is that you play laboratory maniac and then play consultation naming something that isn't in your deck to mill your entire deck and win the next time you draw.

  • Overall, this deck just needs to pick a focus and stick to it. if you're going for lands, you're in the wrong color, so anything that really contributes to that should go. The combo route is the much more competitive road to go because it's faster, more stable, and will end up winning more games. Once you clean it up and tune it a bit, it shouldn't have any problem competing with those decks in your meta.

    Thanks for reading this wall of text, feel free to ask me any questions!

    kingyfyvf on Grixis Wizard Commander Help

    2 months ago

    This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. I want to focus it on wizards mill where my wizards can help me use my graveyard getting back my instants and sorceries that help mill and draw using Sphinx's Tutelge. Other creatures can be added like Consecrated Sphinx but i'd like for creatures to be mostly wizard. Any help is appreciated.

    Commander: Inalla, Archmage Ritualist


    Arcanis the Omnipotent


    Bloodline Necromancer

    Body Double

    Duskmantle Guildmage

    Etherium-Horn Sorcerer

    Firefist Adept

    Fleet Swallower

    Galecaster Colossus

    Garna, the Bloodflame

    Harbinger of the Tides

    Kess, Dissident Mage

    Magus of the Abyss

    Magus of the Mind

    Mairsil, the Pretender

    Marchesa, the Black Rose

    Naru Meha, Master Wizard

    Nin, the Pain Artist

    Nivix Guildmage

    Niv-Mizzet, the Firemind

    Portal Mage

    Puppeteer Clique

    Sea Gate Oracle

    Taigam, Sidisi's Hand

    Vela the Night-Clad

    Vindictive Lich


    Caged Sun


    Mirror Gallery

    Sol Ring

    Thought Vessel

    Worn Powerstone


    Curse of Opulence

    Frenzied Rage


    Shifting Shadow

    Sphinx's Tutelage


    Cauldron Dance

    Chaos Warp

    Comet Storm

    Crosis's Charm

    Mana Leak

    Memory Plunder

    Polymorphist's Jest

    Rakdos Charm

    Reality Shift

    Silumgar's Command


    Wizard's Lightning


    Clone Legion

    Day's Undoing

    Decree of Pain

    Final Parting

    Karn's Temporal Sundering

    Kindred Dominance

    Necromantic Selection

    Soul Salvage


    Warlord's Fury

    Weight of Memory


    Jace, Memory Adept


    Mountain x4

    Island x10

    Swamp x6

    Dimir Aqueduct

    Rakdos Carnarium

    Izzet Boilerworks

    Command Tower

    Crumbling Necropolis

    Exotic Orchard

    Path of Ancestry

    Swiftwater Cliffs

    Dismal Backwater

    Jwar Isle Refuge

    Vivid Marsh

    Vivid Creek

    Vivid Crag

    Evolving Wilds

    Terramorphic Expanse

    Temple of the False God

    Grixis Panorama

    Mystifying Maze

    SynergyBuild on Constant upgrading Atraxa

    2 months ago

    I will list the top ten non-land cards to drop if you want:

    Vulturous Zombie - It can get large, but it isn't on its own, and it costs 5 mana, at five mana you could drop a good planeswalker or a real threat like Inexorable Tide, I mean at four mana Triumph of the Hordes kill a player or 2, and at leasts puts a bunch of -1/-1 counters on another players board. It is too slow and clunky in my own opinion.

    Duneblast - Ooh how much I want to like this card, it can be a one sided (or three sided in multiplayer) board wipe, and I love those, but at 7 mana? Kindred Discovery and Necromantic Selection both feel better than that (You either choose the creature type of the one creature you want, and it is the same, or save multiple if they happen to share a creature type, or with Master Biomancer you can save a ton, slightly higher ceiling on effect, and easy to get colors for, Necromantic Selection can do the same exact thing, or do more if you can steal an opponents, downside is the creature loses it's counters, but I still like it more), and I don't think a board wipe should even be >4 mana.

    Solidarity of Heroes - It can be a single activation of Vorel of the Hull Clade, or an overpriced Deepglow Skate, except it only works on +1/+1 counters, not poison, not -1/-1 counters, not loyalty counters, and even then it isn't that good.

    Elite Scaleguard - I love the idea, but a "4/5" for 5 that only helps with evasion feels really boring and unimpressive, not awful, or bad, just it doesn't support this deck too much.

    Ikra Shidiqi, the Usurper - Definitely a cool card with interesting design, but in this list it is basically lifelinking all of your creatures on an under-powered creature for 5 mana, which is one mana less than True Conviction.

    Ishai, Ojutai Dragonspeaker - One mana more than Managorger Hydra that trades trample for lifelink and doesn't trigger on your casts.

    Tuskguard Captain - Cool card, but trample isn't actually dealing much more damage, and unlike Abzan Falconer, it doesn't help on the block either.

    Citadel Siege - At four mana this isn't actually that bad, I kind of like the first ability, keeping in mind it is a double Thrummingbird-esque effect that is harder to remove, but only effects you creature, but what's cool is it also has the second ability that can lockdown some creatures, which works out really well. I do like choice, but neither of the choices here feel special, and so if you dropped it, it wouldn't hurt.

    Abzan Falconer - This is my favorite one of these ten, simply because I like flying, and it is a much better Tuskguard Captain, but your deck deals a lot of damage without it, and I am unsure if it is necessary with your removal, and that many of your creatures have evasion of their own.


    Onto some cards I'd run, which actually don't need too much explanation:

    Ponder, Preordain, Brainstorm, Selesnya Signet, Azorius Signet, Dig Through Time, Windfall, Dimir Signet, Everflowing Chalice, Anguished Unmaking

    ThallionDarkshine on EDH - Inalla ETB

    4 months ago

    I definitely feel like Necromantic Selection is a powerful effect, but I'm not sure if River's Rebuke is the right card to cut for it. Without it, you have no mass removal for noncreatures. I feel like every game I play there's one player who just builds up a ton of artifacts and enchantments and if you can't wipe their entire board, they can just rebuild incredibly quickly.

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