Night Soil

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Common
Masters Edition II (ME2) Uncommon
Fallen Empires (FEM) Common

Combos Browse all

Tokens

Night Soil

Enchantment

, Exile two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play.

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C13

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Night Soil Discussion

JuQ on Dredge

2 days ago

I think the deck is missfocused, some of your cards cards that want you to have a big graveyard, and other cards that eat your graveyard away, those two mechanics don't work well together, on the other hand your commander want's to keep your graveyard small so your oppnent have fewer options to choose a bad card.
You can consider changing your commander to someone who benefits more from dredging (or at least is not hindered by dredging) like Meren of Clan Nel Toth, Karador, Ghost Chieftain, The Gitrog Monster, The Mimeoplasm or some other, or change the strategy of the deck to use your graveyard as an spendable resource (Delve, Unearth, Scavenge, Flashback, Aftermath, Embalm, Eternalize...).

Maybe instead of so much Dredge you can use some global milling because some of your cards also care about your opponents graveyards some good options are Shared Trauma, Dread Summons, Mesmeric Orb, Dreamborn Muse or Consuming Aberration. If you go this way dont forget to include some graveyard hate (like Scavenging Ooze, Necrogenesis, Night Soil, Bojuka Bog or Nihil Spellbomb) because it's likely some oponent is using the graveyard and you will eventually cast your Living Death.

elgosu1337 on [EDH] Kumena, Commander of Orazca

5 days ago

Definitely consider Lord of Atlantis since most other players won't have merfolk. Not quite sure about Crab Umbra and Night Soil. Bear Umbra and Druids' Repository could be good alternatives that help the mana. Symbiotic Deployment is an unusual one you can consider that works really well with Merrow Commerce and Murkfiend Liege.

raefgall on Seeds to Soldiers

1 week ago

So, as a blunt overall comment: your token deck needs more token generators. If you're using Sporesower Thallid, there are a bunch of other decent Thallid synergy cards that would generate tokens. Thelon of Havenwood, Sporoloth Ancient, Utopia Mycon, Savage Thallid. Nemata, Grove Guardian and Verdeloth the Ancient might be good options.

Aura Mutation kills enchantments and generates tokens. Night Soil shuts down graveyard strategies. Druidic Satchel and Sarpadian Empires, Vol. VII are repeatable effects.

StonedJesus on Green/Red stuff

2 weeks ago

Before I say anything else, take the Blunt the Assaults out of there. Fog-like effects are only necessary in decks based around it and Isochron Scepter. If you're in a position in which you need a spell like that, I'd recommend Arachnogenesis. I would suggest cutting the "one-ofs" for the sake of consistency, though I'm not too sure about your budget. Eternal Witness instead of Greenwarden of Marusa, though I like the warden, up to you. I'd take out Magma Phoenix and Purphoros, God of the Forge. Blasphemous Act kills all your shit, Savage Twister might work better in here. Signal the Clans or Worldly Tutor for getting stuff.

I can't emphasize this enough:Incinerate sucks compared to Lightning Bolt and Branching Bolt sucks compared to Clan Defiance.

Night Soil isn't necessary. If you want something to get rid of graveyards, go with Relic of Progenitus or Grafdigger's Cage. I wouldn't recommend having Primal Surge in here since you have 18 non-permanent spells, but if it works... I'd also advise more ramp; instead of stuff that enchants your lands to get more mana, get more lands. Stuff like Kadoma's Reach, Cultivate, Rampant Growth. Maybe Temple of the False God or Sol Ring (not Modern legal). Draw spells like Explore or Life's Legacy. Sorry for the disorganization, good luck and shit

Dracoson on Pauper "Sealed"

2 months ago

This was done free-for-all. Fortunately, we were few enough in number that nobody was tripping over anybody, nor were did anybody seem to feel like they couldn't get to any box they wanted to. Two digging through one box at a time didn't seem problematic, but I could see three getting old real quick.

As for strategy for me, since I knew I would be building my daughter's deck, and I knew I wanted to keep it fairly simple, I was going through mostly green, looking for ramp and big dumb creatures, meanwhile figuring I could pull any slivers to the side for my own stuff. Unfortunately, I couldn't find some of the key slivers I knew I would need (specifically Gemhide Sliver and Virulent Sliver), but I did find a chunk of Thallids (Thallid, Thorn Thallid, and Thallid Devourer, along with Night Soil) from Fallen Empires, and ended up making a Saproling deck.

Coward_Token on Gahiji: Forever War

2 months ago

Alright, this will probably be my last batch until new (non-Un)cards get spoiled. Since the deck seems to be in a state of what I recently learned is called Pareto optimality (https://www.smbc-comics.com/comic/pareto-romantic), in the sense that most cards fill an important role that makes it difficult to exchange them for something too different without breaking the deck, and the alternatives within the same niches tend to either miss some important feature or are too (meta-)conditional... which brings me to the cards:

Spinerock Knoll/Windbrisk Heights/Mosswort Bridge: compromises your ramp a bit for some conditional card advantage. The conditions for casting the card should pop up fairly frequently in this deck. Also has some minor synergy with Oracle of Mul Daya by letting you pseudo-scry away an inappropriate topdeck card

Nature's Will: Like giving each of your creatures a Sword of Feast and Famine, kind of. Also hates on the local counterspell/Leyline of Anticipation user. I like it because it ties together the deck's land subtheme & beatdown

(Fangren Firstborn): Curse of Predation for only your creatures that's also opponent-agnostic

(Burning Wish/Living Wish/Glittering Wish): In case the other tutors just weren't good enough and you don't mind being beaten up by your friends afterwards

Misc/weird token generators

Stormfront Riders: Potentially repeatably recast ETB dorks, letting you get a bit more mileage out them, while getting some extra tokens. As a bonus, if you let the creature itself stay on the battlefield it'll complement Teferi's Protection by providing another source of resiliency vs Cyclonic Rift

Ezuri's Predation: Another mass removal option that also happens to synergize with token gifting, but a bit unreliable because it can't kill fatties without the Beasts being boosted by other cards

(Genesis Chamber): Low cmc and ties into the group slug theme, but the deck can't abuse it too hard in its current state

(Beacon of Creation): Green Sun's distant and less successful relative

(Snake Pit): Obviously heavily meta-dependent but could be very nice in the right group

Potential Queen Ant replacements

(Night Soil): Low cmc, low activation cost and graveyard hate to boot, but meta-dependent.

Twilight Drover: More (flying) tokens per mana than the Queen. Synergizes with the token gifting and also Skullclamp. It should get counters pretty reliably throughout people's turns, but otherwise Curse of Predation and, to a greater extent, Orzhov Advokist makes it a bit more reliable. (Also tutorable with the Recruiters.)

Ulasht, the Hate Seed: More immediate alternative to Twilight Drover. A decent chunk of the deck will give it initial counters via color (although only Dragon Broodmother generates multiple gruul tokens for double counters) and it can use the same two cards as the Drover to refill its ammo. The damage ability provides some backup point removal which is hard to have too much of, and as a very cute bonus it synergizes with Hornet Nest by letting you ping it at the end of each turn for an extra value token, assuming the Nest isn't already damaged. (Even cuter is the fact that toughness-boosting cards like Mirari's Wake & Mirror Entity will increase the maximum amount of value tokens you can get per turn.) (Also tutorable with the Recruiters.)

(Sigarda, Heron's Grace): Again, meta-dependent. Aside from yourself and its own tokens, it gives hexproof to eight cards in the current deck. Even with Knight of the Reliquary sacrificing lands, I dunno if you put enough cards in your graveyard that you don't want to recur later to make this worthwhile. (Although it should be noted that the graveyard cards don't have to be creatures.) Body-wise I'd say 1 less power for flying is a good deal

(Also, I know it's a pet card of mine, but Elemental Mastery from my last post also has the bonus of letting Mother of Runes give pseudo-wide resiliency by virtue of the clown car effect.)

Randomsome1 on Yavimaya Resurgence

3 months ago

I definitely want to keep my focus on Token Generators, which is why I have so many slow inefficient saproling generators, thank you for pointing that out. I will probably remove them for more ramp, lands, and/or card draw. I really like have 40 lands because missing a land drop/mulliganing gives me a severe case of the feelbads, but things got really cramped really quickly.

Nemata, Grove Guardian is one of my pet cards that kind of helped inspire the deck, but you do have a point. I want to add Phyrexian Altar eventually, but I cut it for ramp over fixing (might have been the wrong choice). Bearscape because I subed it for Night Soil, but wanted to keep the card in mind just in case. The maybeboard is a hot mess, sorry about that. Warstorm Surge works with my anthems, so it can potentially be deadly. But, rereading the card, I will probably sub that out for Purphoros, God of the Forge. I don't know where he went, he is definitely one of my upgrade cards. I chose Elspeth, Knight-Errant over Elspeth, Sun's Champion because I felt like her wipe could backfire a lot with all my anthems. Same reason why Mentor of the Meek isn't in here. My meta has creature hate and counterspells more than anything else. Utter End and Anguished Unmaking float around a little, but the big thing that everyone likes is Cyclonic Rift because it's Cyclonic Rift, that's why I thought Kessig Cagebreakers would be good, but I won't know until I get to test it. I liked Beacon of Creation because it goes back into the library and its a static cost. Does it not count duals as forests? if so, then best case would be 9, which still isn't enough. I will take it out for White Sun's Zenith. But, depending on how many Saprolings I can make, I might rather try and combo Beacon with Life and Limb. What do you think?

I was looking through my collections and found Goblin Assault and would love your thoughts on this.

I appreciate the discussion, you are really helping me think in different directions!

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