Nether Shadow

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition Common
Fifth Edition Rare
Fourth Edition Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Mythic Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare

Combos Browse all

Nether Shadow

Creature — Spirit

Haste

At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play.

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Nether Shadow Discussion

n0bunga on Play Chess With the Devil

1 month ago

The_Squirrel I wouldn't advise going beyond a mulligan to 6, after that you will be too far behind to make up.

This shouldn't be an issue, however. Let's try at an HGDM for encountering Dredgers, and for the sake of this we'll start with Phantasmagorian since that is our ideal draw.

Deck Size: 60

Number of Draws: 7

Number of Successes in Deck: 4

Successes Desired: 1

Results:Percentage of exactly 1 Phantasmagorian: 33.6%

Percentage of less than 1: 61%

Percentage of 1 or less: 94%

Percentage of more than 1: 6%

Percentage of 1 or more: 40%

So, one in every 3 games, we're to expect exactly 1 Phantasmagorian. Keep in mind there are a total of 18 cards with a Dredge or Discard mechanic (not including Street Wraith as it cycles to replace itself). Let's see what happens if we plug in the numbers for all Dredgers:

Percentage of exactly 1 Dredger: 24%%

Percentage of less than 1: 7%

Percentage of 1 or less: 31%

Percentage of more than 1: 70%

Percentage of 1 or more: 93%

There's a high chance we're to expect 1 or more card with an ability to manipulate our graveyard on Turn 1 but moving to discard phase. A mulligan to 6 unsurprisingly shows us that we are less likely to encounter more than 1, however encountering 1 or more is only ever so slightly less probable. Remember, at any given point we are to be on the draw, so we'll skip our turn, move to discard on T2 and start again from there. It's not ideal, but it is doable, thanks to abusers like Narcomoeba, Prized Amalgam, Ichorid, and Nether Shadow - to at least present a presence while we make up for lost time.

Percentage of exactly 1 Dredger: 31%

Percentage of less than 1: 10.4%

Percentage of 1 or less: 41.1%

Percentage of more than 1: 59%

Percentage of 1 or more: 90%

And for your reference:

h(x; N, n, k) = [ kCx ] [ N-kCn-x ] / [ NCn ]

h(x; N, n, k): Hypergeometric Probability, or the statistical probability that an n-trial experiment results in exactly x successes, where the population consists of N items, k of which are classified as successes.

N: The number of items in the population.

k: The number of items in the population that are classified as successes.

n: The number of items in the sample.

x: The number of items in the sample that are classified as successes.

kCx: The number of combinations of k things, taken x at a time.

I hope this was of some help. :)

zensunni on Who's a Heretic Now

1 month ago

Strongarm Tactics is a personal favorite for me in decks like this. Coupled with Dread Return and some cheap fodder, you can get some amazingly powerful creatures out early and cheap, while hurting your opponents.

Why no Nether Traitor or Nether Shadow?

B0effe on Bontu, the Unstoppable Sac

2 months ago

I've always had a thing for mono-Black decks, and this looks fun. I have a lot of suggestions, which i'm taking the liberty just to provide, without suggestions for what to take out. But the main focus of my suggestions is that I think you really need to have more creatures, which can come back by themselves. Preferably you could take out some of the eqiupments?

Suggestions:

Relentless Dead - Very easy to get back = great for sacrificing.

Shriekmaw - Lets you kill something off of your opponent and if you use the evoke cost, you activate your commander as well.

Reassembling Skeleton - As I see it, this is a must have in your deck. It is clockwork for sacrificing.

Nether Traitor - Functions very well in this deck, as it can make it easy to have multiple creatures being sacrficed cheaply. Maybe this actually also a must have.

Bloodghast - Very easy to get back into play, and with some card draw its almost destined to crawl back from the grace once wach turn; Especially if you put in some fetch-lands.

Some of the more utility minded cards:

Crypt Ghast - Very good in mono-black.

Dark Prophecy - Very efficient card draw.

Some of the more tricky cards:

You can also put in Nether Spirit, Nether Shadow, Death's Shadow and Haakon, Stromgald Scourge but they require a little more to get working.

+1

majin_shinsa on Chaotic Mess of a Leader (Budget precon)

3 months ago

I'll have to see about picking up another set of pains since the only spares I have make white. I noticed that I was short basics but I had already sleeved the cards. I would like to add more cards that interact with the graveyard (either come back or get bonuses based on them) I have a Nether Shadow that I was thinking of adding or even a Feldon's Cane so that I can keep the crazy discarding going.

2gherkins on The Clan Nel Toth (Meren EDH)

10 months ago

Both Bloodsoaked Champion and Nether Shadow often seem weak, but I've been thinking about switching in Nether Shadow and eventually Bloodghast for the two of them. But maybe cryptolith could work? MindAblaze

Draw_Wurm on House of Cards

11 months ago

Hey rob_shifflett, Tyrant-Thanatos, Flagellum. Interesting discussion! I guess the first thing is that this is a 'Political' deck, rather than a pure 'best Horobi' deck. It's kind of evolved over time from mono black good stuff into its current form. When I kicked off I was running Bloodghast, Nether Traitor, Nether Shadow, Reassembling Skeleton, Abhorrent Overlord etc. along with the dual Grave Pact\Dictate of Erebos package. Now it's paired back so that each creature we drop is either a rattlesnake or makes people think before attacking like Havoc Demon.

We play a lot in 3-4 person groups. No Mercy\Dread, Noxious Vapors and Spreading Plague make people think about attacking while Maze of Ith, Crawlspace etc. provide defense. We don't worry about building a board position of creatures, but build up our enchantments, all the while keeping the wider board state in check. Head Games is a way of reigning in somebody (especially combo players) who begin to pull ahead. It can also be used as a tutor to bring a struggling player, such as somebody who's mana screwed, back into the game. There's also a cool "woah" effect on people who've never seen the card before. But I take the 'only affects one player'.

We play a bit of a Fabian Cortez role. Sometimes we use things like Dauthi Embrace to boost other people's creatures or Maze of Ith to protect them.

Wound Reflection works really well with Polluted Bonds, but it also affects damage that other people are inflicting on each other. We may become a target, but that often means people attacking into the rattlesnakes. I've also acquired a Sorin Markov as another political card, with the ability to instant kill off Wound Reflection by dropping somebody's life. We're never going to tutor to drop it early, but it's about disguised power. My 2 cents anyway. Cool to see different peoples build ideas! Makes it a great format.

Flagellum on House of Cards

11 months ago

With only 19 creatures, none of which recur themselves (i.e. Reassembling Skeleton, Bloodsoaked Champion, Nether Shadow, Nether Traitor, Bloodghast ect. ect.) and no token producers, cards such as Contamination, Grave Pact, Eldrazi Monument, Smokestack and Dictate of Erebos lose all their appeal despite their prevalence in other Horobi decks.

My main gripe with Wound Reflection is that it feels more like a win-more card. At 6 cmc you're most likely going to spend that sort of mana recasting Horobi or using it to cast some other win condition. However, nothing is quick with Horobi, he likes to slow everything down a bit. But to make more use of WR, we'd need big stompy (preferably indestructible) things or massive non-combat damage spells which Horobi typically lacks (since creatures are destroyed easily due to Horobi's ability).

Head Games is amusing but not as useful in a multiplayer game.

Temporal Extortion is good enough, 1/2 a players life or an extra turn for 4 cmc is pure value. Extra turns are always a good thing.

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