Nighthowler

Legality

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

Printings View all

Set Rarity
Commander 2015 Rare
Theros Rare
Promo Set Rare

Combos Browse all

Nighthowler

Enchantment Creature — Horror

Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Nighthowler and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.

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Nighthowler Discussion

landofMordor on Ain't no grave can hold my body down

1 week ago

Hey friend. Just a couple suggestions to build on the good idea you've got going.

First, I'd cut down to 60 cards. 60 gives more consistency, since the probabilities will be higher that you draw your good spells.

I'd add in cards like Wreath of Geists, Strength from the Fallen, and Nighthowler for added grave synergy. I'd find slots for these by taking out Nissa, Pit Keeper, Ghoultree, a few Profaners, and maybe the Wayfinder. My reason being that you don't need to bounce their creatures if you can smash through with massive creatures.

Finally, I'd think about reducing your sorceries, since your deck wants as many creatures as possible in the grave. Deranged Assistant, Thought Scour, Nyx Weaver, etc. There are some creatures who have low CMC but also have Trample, which will help get damage through when they're buffed by your auras. I'd also recommend those (search T/O for recommendations)

Hope that helps! Let me know if I can help any more! Good luck brewing.

Voltron3030 on Lazav, Taken

1 week ago

Consuming Aberration gets huge in multi-player. Nighthowler and Bonehoard also work great on Lazav, especially multi-player. The best thing about him is that his name doesn't change when he changes so it still counts as commander damage even when he hits as an Ulamog or whatever. If mill-buff is something you like, there is also Trepanation Blade but I'm not as in love with that one myself.

Argeaux on Nighthowler and Banishing Light

1 week ago

I knew it.

Player tonight tried to tell me I would lose Nighthowler if I got rid of Banishing Light.

Epochalyptik on Nighthowler and Banishing Light

1 week ago

It comes back as a 10/10 creature.

Nighthowler has a static ability that always applies based on the current number of creature cards in graveyards (we'll call this number N). If it's on or entering the battlefield, its P/T at any given moment is 0+N.

Argeaux on Nighthowler and Banishing Light

1 week ago

If I get rid of Banishing Light and get Nighthowler back, and there are 10 Creatures in all graveyards, does it come back as a 10/10 or does it disappear as soon as Banishing Light is gone?

MattStar on Screams from the Fallen

2 weeks ago

Hey Chino90! That's a lot to consider, thanks a lot for the input.

My build definitely tries to go big as fast as possible these days going all-in on aggro in the mainboard, but it's tough when the most consistent threats are hovering at 3CMC without haste and ALSO need to rely on filling the graveyard on turns 1 and 2. At one point early on I tried diversifying the playstyle of the build to allow for removal and counterspells and protection, but all the viable options like Trickbind weren't creatures, and in running them I would get dead mills all day and I would rarely reach lethal damage before turn 6 and 7. These days, I'm fully committed to running creatures and aggro as heavily as possible in the mainboard for a number of reasons:

1) I don't care if the opponent counters or kills my creatures, it's fine. that's just eating up their mana and their cards to stall my game with a larger graveyard later. (Path to Exile is pretty rough though unless I'm lucky enough to have Hedron Crab out and a spare basic in the library)

2) I have a huge number of targets for them to worry about between mana dorks, Fauna Shamans, Splinterfrights, and Strength from the Fallen boosts. If they can literally take care of all of my threats between Splinterfright, Nighthowler, and anything that gets boosted, then they are probably not doing much of anything else that's productive, aside from protecting some punk-@#$ 2-card combo or some such.

3) In keeping the mainboard highly creature-aggro fucussed, I've narrowed the lethal damage window down to around turn 5 or 6 on average, with turn 4 doable and turn 3 pretty unlikely but possible.

The big reason I run 2 Plaxmanta in the mainboard is just to push through a final attack and it curves out well. I only really need 1 to get the final push, I just run 2 because 1 is pretty likely to get milled. I know it's something to consider to try and protect my creatures after I play them, but why bother? If it's killed or countered, then I'll just fetch up another bigger one with Fauna Shaman later, and the following turn I'll swing, draw out removal, and fetch and flash out plaxmanta with the kill spell on the stack.

All that being said describes the mainboard pretty well, but now we're getting into dealing with the graveyard and graveyard-hate which is largely sideboard tech for most decks unless their doing something pretty wonky. Thanks to the popularity of decks like modern dredge, GY hate is a consistent sideboard threat almost everywhere which makes it consistently predictable. Most decks are going to run it except for dredge and probably most reanimators. so as long as we're up against anything else that likely will run GY hate then we board out 4 Splinterfright, 3 Strength from the Fallen, 3 Renowned Weaver, 2Dryad Arbor, some Gnaw to the Bones and whichever of Liliana, Heretical Healer  Flip, Nyx Weaver, and Soul of Innistrad you prefer. Then board in the entire sideboard and go HAM on milling out the opponent, hopefully with their Rest in Peace out. The only reason this actually works, and yes, it actually works, is because of the predictability of the meta and the versatility of Hedron Crab. Heck, Phantasmal Image is only included in the side to act as crabs 5-8.

Game 1 will usually be a blowout in either direction, either the mainboard matchup is good or it isn't. If it's good and I don't suspect GY hate that I can't deal with, then I make no changes and push for game two. If I'm coming off of a loss from either game 1 or 2, then the next game is usually a steal for me when I board in the sideboard. Basically the deck flips modes entirely and is always fully committed in one direction or another, and for either purpose I'm mostly just looking to make it faster and more consistent. To that effect, you're right, Lightning Greaves is pretty rad. I've always known it was rad, but I never really considered it for this build due to not being fetchable with Fauna Shaman and also being a dead mill for me, but now I'm going to consider it.

You've definitely given me some food for thought, and I really appreciate your input. Thanks a lot :D

Cadoiz on Potent Mill

2 weeks ago

@TheGodofNight: Thank you so much for your review. You're probably right, it's more of a "kitchen table magic"-deck.

Tight budget always depends on the point of view, but I think, you're right with that. I already got myself some Sunken Hollow and think, Evolving Wilds and Dimir Aqueduct have a good synergy with Hedron Crab. Of course, both are way worse than Polluted Delta because of coming tapped. I agree, that Dismal Backwater is a cheap try for manafixing.

How is Dimir Aqueduct worse than Evolving Wilds? Yes, it hits the board not before T2, but if you have nothing better to do, you have a hedron-crab mill engine by playing Dimir Aqueduct each turn and give itself back, as long as you don't draw the next land. Yes, not that good but it's something.You can also obviously tap your Island or Swamp before taking it back to your hand plus it helps you getting that land count a bit lower, as you need for example just 4 lands for 5 mana (playing one of them twice after bounce). Does this make any sense?

I already thought a few times about cutting Nephalia Drownyard, but as I almost never went manascrewed I think, it's still better than doing nothing if you got too much mana. But of course, that shouldn't happen.

I also thought about Fog effects, because my main problem is getting stomped over by aggro/tron, usually I'm one turn late there.

I actually didn't want to go for mill/kill, but eventually, more turbo mill or control would do better than Nighthowler and the like. I didn't care about the missing evasion with him as I don't want to swing in the first place.

I'm probably going to go for that Archive Traps, but I'm not sure about Ashiok, Nightmare Weaver. He's removal bait and doesn't necessarily mill that much. The same thing is also true about Consuming Aberration, that's true.

Thanks again so much! I totally agree, that mill is fun to play and not to be underestimated.

MattStar on Screams from the Fallen

4 weeks ago

You and I think a lot alike, Nighthowler is already in the build, I like to fetch for it late game using Fauna Shaman to pull finishers. I used to run Jarad, Golgari Lich Lord in the sideboard as an alternate win condition against lock down and control decks, but so far it's never been viable in my meta.

I definitely run Wild Mongrel, Noose Constrictor, and Dakmor Salvage in my The Gitrog Monster EDH deck, cycling through that deck near infinitely as long as you're running an oldschool Ulamog, Kozilek, or Emracool. But all that business I feel is better suited to EDH. The Rog is just too slow at 5 mana and you need to get all those pieces, it just doesn't cut it for competative modern.

I also used to run the Dakmor Salvage + Raven's Crime combo in this build but I opted for something more proactive rather than limiting against my opponent. Usually my big problem in the mainboard is when I'm outpaced by combo like Ad-nauseam or cheri0s. This is usually solved by going heavy mill to get them to dump their combo pieces, it works a lot since I already run 4 Hedron Crabs, but the problem is consistency and my reliance on crabs. basically I need cheap mill threats 5-8 in my sideboard, and right now Im looking at Archive Trap + Ghost Quarter . the super-nice added bonus to completely switching modes with the sideboard is that after game 1 people usually side in grave hate thanks to the popularity of modern dredge. once they windmill slam a Rest in Peace, you can just help them windmill slam the rest of their deck into exile. it feels real real good.

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