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


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

Polupus on swamp-eater

1 month 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!

mdc7233 on Grenzo`s Dungeon Misfits

1 month ago

Well, I can't say that I'm a goblin expert, but when I hear the word goblin I think infestation. If I could apply infestation to mtg, it would be infect, tokens, or counters. Your commander at first glance seems like an abusive voltron that likes to poop out bad things, but it has a sinister side by adding the "+1/+1 counters" in there. It begs me to proliferate with cards like Volt Charge or Contagion Clasp. Hec, Contagion Engine makes me chuckle too. Cards like Animation Module and Armory of Iroas are very flavorful as well. 1/1 counters also function well with the unleash mechanic as well as enchantments like Curse of Stalked Prey. Undying also is another mechanic that fits this theme. Drana, Liberator of Malakir is another great card to push amazing things into play with your commander. Ion Storm is a neat card that fits the theme as well. I also like Magmasaur for flavor purposes. Mikaeus, the Unhallowed is really cool as well. Necroplasm is also a cool card sweeper that is in theme. I also really like Retribution of the Ancients. I hope the suggestions lit a spark of creativity. Good luck and happy casting.

jakeelephant006 on ima poke you with this stick i found

2 months ago

Not bad for an infect deck. However, it can still be improved upon (#JinGitaxias #Compleation). Cards to pull: Custodi Soulbinders, Forgotten Ancient, Necroplasm, Brave the Sands, Treasure Cruise, Spitting Image, Manifold Insights, Disdainful Stroke, Grip of Phyresis. Those are all definite pulls. Other cards that could go in this deck's current state are Languish as it can very possibly kill off your commander, Deploy the Gatewatch b/c there aren't enough walkers in here... yet..., Migratory Route b/c it doesn't fit the theme very well and it a tad mana expensive, and finally Narset Transcendent b/c this deck should probably be focusing on creatures and planeswalkers and if you want to be an infect deck it should definitely be focusing mainly on creatures w/ walkers as a good side option so Narset won't do you much work besides ulting which can be hit or miss and isn't guaranteed.

Cards to add: Primal Vigor or Doubling Season, Abzan Charm, Feat of Resistance, Ainok Bond-Kin, and generally more stuff to dish out +1/+1 counters to all your creatures.

Additionally, your mana base could probably use some work. Your deck came w/ some nice stuff, but I find that all these pre-con bases are kinda slow.

Good luck.

legendofa on necroplasm general questions....

2 months ago

Running through cards that help control Necroplasm, you can get a good amount of customized destruction by enchanting it with Torture and having a supply of on hand.

legendofa on necroplasm general questions....

2 months ago

Not sure how helpful this comment will be, but I've used Necroplasm successfully in a Varolz, the Scar-Striped Tiny Leaders deck, where it's backed up by creatures that want to be in the graveyard and regenerating creatures. So the moral of this post is that if you plan around the ability, it can take good chunks out of boards, but you need to plan around it.

Also keep in mind that Necroplasm isn't immune to itself--with three counters, it will go away with everything else.

Eiti3 on necroplasm general questions....

2 months ago

Using Necroplasm, I've already forsaken my own board. And in doing so, I try to gain as much benefit from it as possible.

Using Atraxa, Praetors' Voice for the proliferate each end step with Necroplasm could be really good. Let's say your opponent(s) is running high CMC creatures they cheated out or something, basically skipping a CMC to go higher will help immensely. Abusing that feature you could use extra turn cards like Time Warp.

However, I've always had cards like Fate Transfer to keep resetting Necroplasm to keep a continual and reactionary use out of him. So I guess what I'm trying to say is Necroplasm will have to be a big theme of the deck if you want to run him. Otherwise, make sure you're fine with losing your creature presence. If you aren't, then don't run him.

abenz419 on necroplasm general questions....

2 months ago

I've been messing around with the Breed Lethality commander deck that's about to come out just to see how things really work with the deck for the upcoming event we have with the precons and I've come across Necroplasm. Now maybe it's because I've just been goldfishing the deck and can't really evaluate it based on an actual board state and I'm sure having no previous experience with it doesn't help either, but I don't know how good this card really is.

I understand what the card does, essentially slowly wiping the board of everything low cmc, with the potential to do more in a +1/+1 counters matters proliferate theme. Which, is also repeatable because of the ability to dredge and get it back. What I'm not sure of is how useful this ability really is. For people who have experience playing this card, is this a useful effect? Is it worthwhile? How much do you have to play around it to protect your own board? Basically, what can you tell me about this card because I essentially know nothing other than what it says directly on the card.

unos on necroplasm

2 months ago

Sorry to "necro" this but the answer is not really correct. Necroplasm destroys creatures with a trigger that fires "At the beginning of your END STEP, ..". When you are at the end of your UPKEEP, and if you just placed the third +1/+1 counter on Necroplasm, it will NOT be destroyed right away : you will have to wait until your end step and only then Necroplasm will destroy each creature with converted mana cost 3, including itself.

The important part is that if you manage to place one additional +1/+1 counter on Necroplasm during your main phases or combat, when the end step comes Necroplasm will not destroy itself. The same result can be obtained by removing a +1/+1 counter from Necroplasm during your turn.

Very simple suggestions on how to add or remove +1/+1 counters to/from necroplasm could be: Golgari Guildmage, Bond Beetle, Shambling Shell; Simic Guildmage, Hex Parasite, Spike Rogue

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