Necroplasm

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Ravnica: City of Guilds Rare

Combos Browse all

Necroplasm

Creature — Ooze

At the beginning of your upkeep, put a +1/+1 counter on Necroplasm.

At the beginning of your end step, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm.

Dredge 2 (If you would draw a card, instead you may return this card from your graveyard to your hand and put the top two cards of your library into your graveyard.)

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Necroplasm Discussion

Icbrgr on Are You Alright? You Look SWAMPED!

2 days ago

Thanks a ton for your tips Xica! Very appreciated!

For the idea of behind this deck... Its a tall order i know... but im aiming to keep this deck under $100. It doesn't have to be SUPER COMPETITIVE but yeah i do want it to be able to pull off some wins yknow?

Yeah I definitely do want my opponent to discard and even though the price for Liliana of the Veil went down just one copy is like $20 more than the whole deck. I do have full playsets of Distress and Wrench Mind but im not exactly certain as to what slots I would replace with... like even if i invested in Thoughtseize and picked up Raven's Crime Im just not sure where I would put it/what i'd replace. Currently im thinking that the discard effects happen late game/via cleanup step for the opponent exceeding the maximum handsize and then Necrogen Mists for assistance. Currently as it stands your right i have no way to Blow up all the lands so perhaps i need to integrate more discard enablers.

As for Ensnaring Bridge. The idea seems good. its just too pricey for what im going for... 2 copies of it alone cost more that the entire deck by 20 bucks. Im HOPEING that I finally found a home for Waste Not and some vanilla 2/2 zombie tokens can help chump block with the aid of some spot removal. for a budget Damnation effect i do have a playset of Killing Wave and 2x Necroplasm but just not sure about them...

I love your explanation of Blood Moon... that seems like a very smart idea. But again just not budget friendly and im aiming for mono black... otherwise id try to exploit Liquimetal Coating and green Naturalize/Splinter effects... however; now that you point out the synergy between Ghost Quarter and Life from the Loam thats a lot more tempting now... curse this thin wallet of mine!

As far as scry/tutor is concerned... idk... i have 2x Liliana Vess she does both discard and tutor... any thoughts?

UBQRLQL on Damned Devotion

2 weeks ago

What about Contaminated Ground or Evil Presence? Terrybad and unplayable? They don't help that much against Tron (they don't change the name of the card sadly) but at least slow them down 1 turn which can be crucial. I feel that Fulminator Mage is sometimes to slow. Although on the play g2 he can be strong.

You are right about Elves and that's what I already mentioned: better G2/3 and overall 50/50.

Necroplasm only interferes with Pack Rats but can be very strong against Token based decks because it destroys them on the first endstep. I played this card in other black decks and it did very well against Elves and other decks as well.. but yeah: clunky and slow!

RingweMakil on Damned Devotion

2 weeks ago

Necroplasm is bad with our own Pack Rats, and seems a touch too slow, but I haven't actually played with it, so my initial assessment may be incorrect.

Fulminator Mage is GQ no. 5, essentially. I have really needed it against Tron and Valakut so far (and other random decks that rely on specific lands, like Emeria, The Sky Ruin).

And yeah, Shadow of Doubt is great!

UBQRLQL on Damned Devotion

2 weeks ago

I cut my 4th Demon as well but am not conviced of the lone Fulminator Mage in side. At the moment I'm testing Necroplasm and whether it hurts my deck too much. Against Tron and Valakut I try to very aggressively Ghost Quarter into Extirpate which is not enough sometimes but I doubt the Mage does matter too much in such cases.

I playtested around 30 matches against my friend's Abzan Elves list (my list, some small meta calls, but she does very fine with it on local FNMs) and could only win 35% pre board and 65% post board. Even with heavy disruption in terms of Thoughtseize/Push into Brutality Elves can comeback like crazy with a lone Heritage topdeck. I'm not that confident about this matchup more like 50/50 in best of 3.

I checked common Eldrazi lists and agree with you. Downfall is probably a no-cut-option. Regarding Shadow of Doubt I really like this card. I even played it in my Mono Blue Delver list pre Probe ban and it did unbelievable well. For Mono Black there are simply no better Cantrips in low mana curve. Even though Shadow is sometimes a bit clunky - it is an amazing card and ppl don't expect it. It can help you dig 1 card deeper T2 if desperately needing the land and replaces itself lategames like np. Triple Ghost Quarter with Shadow of Doubt just got me one game on friday :D.

tumorman73 on Built to Rot

2 months ago

thelaymensgamer I would run playsets of: Aetherborn Marauder , Necroplasm , Lifecraft Awakening , Thriving Rhino , Vulturous Zombie , Ornithopter . What I would do from here is base the deck around Aetherborn Marauder . With these cards the deck would become a counter deck. Basically, create a bunch of +1/+1 counters, then play aetherborn, move all to the counters to him. Now, you have a big creature with flying and lifelink. You attack for alot of damage, and get it all back. The easiest way to make the counters is either with Necroplasm or with Ornithopter and Lifecraft Awakening . You play Ornithopter for 0 mana, then play Lifecraft Awakening , then pay a shit ton of mana and create that many +1/+1 counters on Ornithopter , then next turn (or the turn of) play Aetherborn Marauder and move all of the counters onto aetherborn. You now have a really big creature with flying, lifelink. The other cards that I suggested running playsets of just create +1/+1 counters which is more buff for aetherborn. Hope this helps.

thelaymensgamer on Built to Rot

2 months ago

tumorman73: This is kind of why I posted this: to get suggestions as to what to run with and what to leave behind. I would like a full playset of Vulturous Zombie, Death's Presence, Thriving Rhino, and Necroplasm but I wasn't sure if that's the direction I wanted to go in. What do you think?

DoctorPond on Meren's Grave Shenanigans

2 months ago

Alright so I'm still very much a noob to deck building, but if I had to make a suggestion it would be Necroplasm. You have a lot of high CMC creature so most will be safe. Many of the creatures you have that are 3CMC of less you either want to die anyway like Viridian Emissary, or have ways to regenerate (Lotleth Troll) or sacrifice (Sakura-Tribe Elder). It kills itself of course, but the dredge lets you put more stuff in your graveyard so unless it's exiled, you'll always have it on hand to clear the board of little guys. Plus it kills all tokens the turn it comes out. Avenger of Zendikar won't like that, but not everything can work together perfectly all the time.

Polupus on swamp-eater

4 months ago

Thank you for the suggestions, Wurmlover!

I was considering some kind of sweeper like Languish but I would pick Mutilate over it as they only need 3 lands to save their land from being eaten by the Genju, whereas mutilate would require them to have more than 2 less than my land count. (It's not super likely I'd use it this way most of the time, but I would want the option.)

Flaying Tendrils simply won't work here with Necroplasm and for the reason stated above.

I'm also considering Death Cloud as it's tutorable with Dimir Machinations, but I'm not sold on scalable Smallpox. I can see it being useful to knock them back under 3 when I haven't drawn a Genju, but it's so mana intensive.

I think you're right though. Some kind of sweeper would be good in here maybe as a x2. I just don't know what to take out for it.

I was also thinking about Blackmail since people regularly give up their lands. But that is only valuable game 1 when they don't know what the deck does. Complete hand knowledge is more consistently useful as I can focus on cutting off certain colors or hold them off at a certain land count.

Thanks though! Keep them coming!

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