Necropotence

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Archenemy Legal
Planechase Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Mythic Rare
Vintage Masters (VMA) Mythic Rare
From the Vault: Exiled (V09) Mythic Rare
Masters Edition II (ME2) Rare
Deckmasters: Garfield vs. Finkel (DKM) Rare
Fifth Edition (5ED) Rare
Ice Age (ICE) Rare

Combos Browse all

Necropotence

Enchantment

Skip your draw step.

Whenever you discard a card, exile that card from your graveyard.

Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.

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Necropotence Discussion

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

21 hours ago
  1. I could have explained the Mistbind Clique's land lock combo better. I had to google and read the explanation several times. I still have trouble explaining how on the end step we sacrifice the token, play for the Inalla's trigger, champion Mistbind Clique and still get to keep the token until the next end step. Do we get to keep the token because we sacrificed it in response to the exile trigger going on the stack on the end step and thus once the new token is created the end step triggers have already passed? I know it works. I just want to be able to give the most correct explanation.

  2. I cut Gamble for Grim Tutor. I may end up putting Gamble back into the deck. It needs to be played early or after we have drawn cards. I like to hold on to those tutors just in case things go poorly and I need either a boardwipe, counterspell or some other form of interaction to keep us in the game. It is good to get a draw engine early Rhystic Study, Mystic Remora, Necropotence or the second half to one of our combos.

DarkMagician on Vanquisher's Banner

2 days ago

Would personally only run this in a white and/or red deck. Black, blue and green have better card draw options. Blue has Kindred Discovery, Black has Phyrexian Arena and Necropotence (along with a fair bit of life gain) and Green has Soul of the Harvest and Zendikar Resurgent as well as Glimpse of Nature. Yes the Green options tend to be more expensive but it's Green, if you're not ramping hard then you're playing it wrong lol.

DarkMagician on Vanquisher's Banner

2 days ago

Would personally only run this in a white and/or red deck. Black, blue and green have better card draw options. Blue has Kindred Discovery, Black has Phyrexian Arena and Necropotence (along with a fair bit of life gain) and Green has Soul of the Harvest and Zendikar Resurgent as well as Glimpse of Nature. Yes the Green options tend to be more expensive but it's Green, if you're not ramping hard then you're playing it wrong lol.

Inanity on Legion of Blood

2 days ago

YouGotFranked Thanks for the suggestion!

For some reason, I tend to forget about Necropotence a lot. Of course, the addition of Necropotence now make sense why people probably use Underworld Connections, for that got-to-have-it-now card draw.

With all the enchantments, I may have to start keeping Crystal Shard in the back of my mind, if my meta uses too much enchantment hate.

YouGotFranked on Legion of Blood

3 days ago

Since you run Vampire Nocturnus I'd play Necropotence over Sensei's Divining Top. It's premium card draw and let you dig deeper while making sure you have a black card on top. Also bonus synergy with Herald’s Horn and those ''No Maximum Hand Size'' cards.

Filipp_bor on You Can Call Me Grandaddy

3 days ago

Vampiric Rites instead of Greed?Necropotence instead of Phyrexian Arena? What do you think?

StopShot on Any Suggestions for Mardu Draw ...

4 days ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

Weird_Frisbee on Zur Prison

5 days ago

Yes I know this isn't a good list for a 4-pod, this is my 1V1 edh.

Grasp of Fate isn't in here because I have multiple other things that do the same thing albeit only typically a single target, but in 1v1, thats fine.

As for Necropotence, I don't personally own one and nor do I believe its essential to have one in Zur, not that I wouldn't mind having one lol.

It is true, no haste for Zur so on turn 3-4 when I cast him it is a scary time for removal but a majority of decks don't run alot of removal and in the early turns most decks are still developing their board-state so normally he gets to swing on turn 4-5 and starts shutting stuff down.

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