|Commander / EDH||Legal|
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|Commander 2017 (C17)||None|
|Commander 2014 (C14)||Rare|
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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
2 weeks ago
Necromantic Selection is a pretty amazing card. It’s a board whipe that gives you a creature!
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.
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.
Tolarian Winds: this card is a worse Windfall, because normally you don't want to replace a full hand, but rather fill an empty one. windfall does this very well and messes with opponents the same way winds does.
Demonic Tutor: tutors are very good in combo decks. nuff said
Enlightened Tutor: your combo is made entirely of artifacts, why aren't you running this?
Mystical Tutor: good card
Ad Nauseam: once you get your average cmc down by like 1.75, this card is a 5 mana instant speed draw lots.
Draw enchantments (Necropotence, Mystic Remora, Rhystic Study): These are stables in any UBx EDH deck. all of them are good at almost any point in the game, and they all draw TONS of cards, with Necropotence drawing the most and sometimes digging straight to the combo.
Mana Rocks: These are pretty cost restrictive but things like Mana Vault, Mana Crypt, Mox Opal, Chrome Mox and friends will help you keep the value train going after you draw tons with spells or wheels, and sometimes allow you to win on the same turn.
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.
Thanks for reading this wall of text, feel free to ask me any questions!
1 month ago
Remove: Khalni Hydra Skullbriar, the Walking Grave Nissa, Vital Force Tamiyo's Journal Khalni Heart Expedition Profane Command Grim Return Necromantic Selection Treasured Find Thousand-Year Elixir Predator Ooze Behold the Beyond Myth Unbound Golgari Cluestone Coercive Portal Putrefy Diabolic Tutor Ambush Viper Courser of Kruphix Explosive Vegetation
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
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.
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:
3 months ago
Week 2 Changes:
- Temple of the False God becomes Cabal Stronghold
- Vampiric Rites becomes Carrion Feeder
- Fell Shepherd becomes Kokusho, the Evening Star
- Harvester of Souls becomes Noxious Gearhulk
- Morkrut Banshee becomes Cryptbreaker
- Reaper from the Abyss becomes Pawn of Ulamog
- Necromantic Selection becomes Undead Gladiator
- Gonti, Lord of Luxury becomes Noosegraf Mob
- The Eldest Reborn becomes Viscera Seer
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.