Nightscape Familiar

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
MTGO 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
Vintage Masters (VMA) Common
Commander 2013 (C13) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
Planeshift (PLS) Common

Combos Browse all

Nightscape Familiar

Creature — Zombie

Blue spells and red spells you cast cost {1} less to cast.

{1}{B}: Regenerate Nightscape Familiar.

Price & Acquistion Set Price Alerts

C13

DDH

PLS

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Recent Decks

Nightscape Familiar Discussion

NV_1980 on Kappa

1 month ago

The biggest problem this deck faces is its own mana-curve. Almost 30% of the cards you're using in this deck cost 5 or more mana to play. Very few of the cards you're using are 1- or 2-CMC cards (7 in total). For so many expensive cards to cast, you have very few ramp cards to use and unfortunately you have no cheap ways available to draw extra cards (so that you can speed things up that way). All this means that on average it will take at least 3-4 turns before you can start to play anything useful (let alone anything threatening).

Now if you're playing this deck in a very casual setting anyway, none of the above I just described might be of any concern to you. However, speaking from experience of having played in a casual group for more than two decades, even there a little speed does matter (and enhances the gaming experience).

So, having said all this, here are some suggestions I think would enhance your gaming experience a great deal in most playing groups:

In order to make room for the above, I'd advise to scrap some of the more expensive cards in this deck to bring down the mana-curve a bit and to increase your chances at playing the cards you decide to keep. Good luck!

AKFortyKevin25 on TSG Zombie Tribal

1 month ago

multimedia, thanks so much for weighing in! Everything you suggest makes perfect sense to me; I'm just now returning to formats with older cards, so I'm sure I'm missing a few staples.

I will definitely be replacing Counterspell with Negate; when I first started tinkering around, there was more blue, but I've been drifting closer to blue being just a big splash instead of a true second color.

Windfall seems great here.

I just started on the mana base and all your suggestions definitely work! I also really like the 3 suggested zombies - Nightscape Familiar in particular looks pretty strong. Thanks for all the help!

multimedia on TSG Zombie Tribal

1 month ago

Hey, great looking budget Commander deck.

Windfall seem quite good here getting Zombies into the graveyard for Scarab and drawing cards. Consider upgrading Darksteel Ingot with Coalition Relic? It's $5 and still going down; it was just reprinted in Masters 25. Counterspell is going to be hard to cast, any card really. I don't think you need Counterspell because the only thing you really need to counter are exile effects of your creatures or graveyard. Arcane Denial and Negate can do this and only have one blue in their CCs, which is a big difference.

Consider including some more budget Dimir dual lands:

Carrion Feeder is a good one drop Zombie as a no cost sac outlet who can pump itself especially with Gravecrawler. Noxious Ghoul is pretty amazing with Zombie tribal this guy can scare all your opponents and wrecks tokens. Nightscape Familiar can reduce the CMCs of quite a few cards here especially Scarab.

Good luck with your deck.


Blackheart426 on Pawn of Bolas

2 months ago

Awesome Deck!Gem of Becoming and Nightscape Familiar will speed things up a bit, and a few more lands wouldn't hurt either, Grixis Panorama included. Well done sir!

TheDevicer on Trying to make deck more ...

3 months ago

I've got more time now so here are my thoughts. First and foremost, Kess, at it's best, is often the head of a dedicated Kiki-Jiki, Mirror Breaker combo deck. If you're playing vs pretty decent players who understand a thing or two about the format and are ok playing at a pretty high level of power, this isn't something to worry about. On the other hand, if you're just playing at your local shop and people frown on combos, especially fast and resilient ones in decks with basically no other win cons, you might not want to go extra turns and some control stuff. After all, you really don't want to sever relationships or drop a ton of money into a deck only to find out people at your store plan to shank you in the parking lot.

Anyway, I'm going to assume your group is ok with high levels of power an will be pitching Kess to you as a dedicated fast combo general. When I say that, I mean as a general who aims to win very quickly through some minor disruption but will often struggle vs groups that pack tons of efficient and early hate. The reason Kess is such a great general is because the Kiki Jiki combo is incredibly resilient. As long as your yard is open to you, you can push the combo live from both your hand and from your yard. This opens up a ton of different lines of play for you and makes it incredibly difficult for your opponents to tell how they should react to you.

Still, because you're on budget, you're going to have to build a little bit on the slower side. I recommend going more control heavy than the average Kess list. For a great example of a kess deck, check out this list..

As for your combo package, limit it to just this:

Keep in mind that with kiki and deceiver in the yard, just using Phyrexian Delver is good enough to combo for the win.

For your deck, you want about 10 to 14 sources of ramp. Unlike in most decks, rituals like Cabal Ritual and Dark Ritual are fine, but I wouldn't go beyond those two. The rest of your ramp needs to be cheap and preferably untapped. The signets and Talismans are awesome, Fellwar Stone, Everflowing Chalice, Mind Stone, etc. I also really like Nightscape Familiar.

Then you want some Wheel of Fortune effects. That is pretty pricey, but Windfall and Jace's Archivist are cheap.

Your best bets for reanimation are;

You want cheap interaction. Swan Song, Dispel, Arcane Denial, etc.

Finally, since you're on a reanimate plan anyway, it pay to have like one really good fatty that you can bring out. I like Jin-Gitaxias, Core Augur. In my group, I've stolen away so many games by flashing in Notion Thief, going to my turn, reanimating Jin-Gitaxias, Core Augur, and casting Wheel of Fortune.

Overall, kess is a blast to play. The games tend to be short because you either assemble the combo fast or die. Every game feels like a mad rush to assemble a contraction through some ridiculous means and since you have so many different lines of play and avenues to push for the win, the deck never gets old for me.

BTW, the competitive meter on tappedout is a joke, don't trust it.

These are my general thoughts. Feel free to ask questions.

oliveoilonyaasscureshemorrhoid on Sedris EDH??? halp pls

3 months ago

The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.

Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.

It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?

For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.

For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.

If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here

Firegriff on Grixis Reanimator combos?

3 months ago

Great ideas. Nightscape Familiar and Pawn of Ulamog can help as well. Any alternative to Phyrexian Altar that isn't $35?

bgijy1 on MagicalHacker - List of All Ramp Cards

4 months ago

Is there a reason you don't include the medallions? They don't inherently go against the things you are purposefully not including. For the colors, this would be Emerald Medallion, Sapphire Medallion, Jet Medallion, Pearl Medallion, and Ruby Medallion.

Other cost reducers that would be good would be Seal of the Guildpact, and The Immortal Sun. There's also creatures like Nightscape Familiar (there was a cycle of these creatures, but I'm blanking on the others).

I understand not wanting to list all the creatures and cards that work for tribes specifically, but the ones that reduce the cost of spells base don color work super well, and while they're not technically ramp, they do end up producing a lot of mana for you.

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