|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Uncommon|
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Artifact Creature — Insect
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
When Necropede is put into a graveyard from the battlefield, you may put a -1/-1 counter on target creature.
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2 weeks ago
I second swapping Cathedral of War for Inkmoth Nexus. I prefer to think of Nexus as a creature, one that is often more useful than Blight Mamba or Necropede. It just happens to have the added flexibility of being a land that doesn't enter tapped. If you can afford to play a land tapped, you're not playing the fastest version of infect, and if you're not playing the fastest version, there isn't really a reason to play infect at all. (Nexus is $20 while Cathedral is $1 for a reason.) By this same logic, I wouldn't run any equipment. The 2 mana you spend casting and equipping Infiltration Lens could be spent casting 2 buffs to win the game immediately. And if you spent 4 mana to give Livewire Lash to a Glistener Elf only to have it Path to Exiled, you'd really wish the Lash was just an Apostle's Blessing or Vines of Vastwood instead. Finally, I think Groundswell is still underrated for infect. Whether it's a good replacement for Phytoburst may depend on how ready you are to gamble for high risk and high reward.
4 weeks ago
I explained how card draw and ramp could help synergise with the deck, I don't know how to build simic, I am a mono-white player, with a tad of red & black, but I was trying to explain how to play modern, not how to make a modern deck, instead, if you want me to tell you how, I will:
Land base, for a land base in a budget deck mono-colors are your friends, trying to do otherwise will take of too much money or be to slow.
Abuse your color's strong suits, in green, abuse ramp, play x mana cost spells, or get card draw and drop your hand, run cards that are mana dumps, and ways to trample over your enemy, things like mono-green ramp/fatties for example. In blue you abuse card draw and counter spells, stalling your opponent hardcore. In red abuse damage and straight speed, in white abuse creatures, small ones that can be buffed, or big ones that can destroy. In black try to mess over your enemy with cards like Thoughtseize, or in a budget deck, Duress is a good option.
Get a subtheme, if your deck is mono-black reanimator, you can run a sacrifice subtheme, where you discard/drop then sacrifice creatures/dredge, then reanimate, then sacrifice, then reanimate, etc.
Another example of a subtheme in white is battalion, the main theme of the deck is drop small creatures and win, but then you have cards with battalion which then allow you to win easier, and with running multiple cards with battalion, when you attack with 3+ creatures, suddenly a bunch of buffs go on all of your creatures all at once.
Tribal is a subtheme, not a main theme as well. It is like running a white-green beatdown deck, and then you realize you have almost all humans, so you can replace the few Dryad Militant's you have for a few Champion of the Parish which makes all of your deck humans, and have elements of human tribal, but it still is white-green beatdown.
Card choice: You want things to either ramp, cheat out cards, or be <4 mana cost, otherwise it will be hard to play, you want your deck to synergise, but also be fast, because control/midrange is too expensive for a budget deck.
In this deck I would run cards that could abuse counters, like cards with double-strike or infect, in blue/green, there are good, cheap options are Ichorclaw Myr and Glistener Elf, or Necropede for infect.
1 month ago
1 month ago
Maybe add some more creatures at least get up to 15
More trample or evasion would be nice which is why I recommended Canopy Cover since its hex proof and evasion in one.
Keep a note that Livewire Lash damage counts as infect damage when used on an infect creature, which means that you can deal 2 poison counters for each spell you cast
1 month ago
I think the trick to this deck are the cheep draw spells (Night's Whisper and Sign in Blood) because they help you find the Heartless Summoning as fast as possible and let you keep up your tempo after Heartless Summoning is out. Once you get out a Heartless Summoning you want to go wide with Soultether Golem, Myr Superion and Lupine Prototype. Myr Retriever I thought of as more of a way to get back Perilous Myr, Necropede and the odd Soultether Golem. Since both Perilous Myr and Necropede are more to act as removal Myr Retriever can act as a redundancy to their effects. The thing that ties this deck together are the 10 draw spells.
2 months ago
2 months ago
Tasigur's Cruelty doesn't look like it would do as much you already have a lot of discard that is better than that. What are you trying to reanimate? You're yard or others? Also Corrosive Mentor looks a little redundant most of you're creatures already have wither or are more utility creatures. I haven't played this particular build but it looks to me like your are not planning on attacking and whittling down your opponents creatures through damage. Also Necropede if you are hoping for it as an early chump blocker maybe? But you have better recursion targets and better ways to distribute-1/-1 counters. I would also think about Arcane Lighthouse in your land base to help hit hexproof(not sure how common it is in your meta).Also on the Painful Quandary you are keeping hands really empty so the losing 5 life for every spell adds up really quickly. As for reanimation package if you are looking for other graveyards Sepulchral Primordial is a powerhouse.