Noosegraf Mob

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon Rare

Combos Browse all

Tokens

Noosegraf Mob

Creature — Zombie

Noosegraf Mob enters the battlefield with five +1/+1 counters on it.

Whenever a player casts a spell, remove a +1/+1 counter from Noosegraf Mob. If you do, put a 2/2 black Zombie creature token onto the battlefield.

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Noosegraf Mob Discussion

Rzepkanut on Carnival of Hell

2 weeks ago

Hey, cool looking deck! I love seeing decks built around obscure legends. I see you are interested in making the deck have more late game staying power. I suggest some more effective removal and card draw, while focusing on cards that get better as the game progresses whenever possible.

Removal:

Card advantage:

Some +1/+1 counter / commander synergy cards:

Also I think adding a few more mana rocks couldn't hurt either. Even just colorless ones. Happy gathering!!

Qolorful on HELP! FNMish deck building!

2 weeks ago

I like where your mind went with this. The Scarab God is an awesome card. If you're sticking to just amonkhet block it is harder to upgrade. But consider Champion of Wits as card draw over some of your Pull from Tomorrows, because the x cost can be hard to pay for value if you have to many in hand. Other than that, just using creatures with good etb triggers is good synergy with the scarab gods ability. Cheap ones for value that can be brought back later for more value is genuinely fun and good. I'm having trouble thinking of amonkhet specific cards, but as an example, Spell Queller though iT is also white, is solid, as well as Noosegraf Mob. In amonkhet you have a lot of cycling creatures that you can drop while digging for the scarab god as well, then bring back as zombies. You already have Nimble Obstructionist, which is one of the best, but you could also look through for more good ones. There is one with hexproof in HOU though I don't know it's name, and Horror of the Broken Lands can get big with you cycling and discarding other things. Archfiend of Ifnir could be a threat if you did that as well!

I'm not sure if any of that helped, but it's just my idea of one direction you could successfully take this deck.

You might also benefit from a few more lands. This deck would like 24-25 I think.

Hope that helps! Happy brewing!

worldtreason on [[Primer]]-God of the Rising FULL Moon! Butts Up!!

3 weeks ago

Just wanted to say your list is very very cool!

Great list, I too am having a hard time finding cuts as the focus is zombie-mill-control which somehow works with scarab god.

As for cards I find subbing a zombie lord or two for zombie token generators is really good.

In your list atm there's a Cemetery Reaper and honestly I am just not a fan of this guy. Although he may be a generic lord with a cool ability, your commander does the exact same thing but better (for 1 more (or less with training grounds!)). A potential card I think actually works really well with Scarab God is Noosegraf Mob.

This guy essentially buffs up your commander's first ability over a few turns and when he dies you simply eternalize him and now you have a 9/9! Which in turn will make 5 more zombies before being a 4/4.

Also before adding anything else you should really really push in Phyrexian Altar ASAP, the card is bonkers and wins games instantly. It makes many many combos only a 3 piece win, which is a tremendous difference from a 4 piece win. Like with Altar of the Brood it will win with gravedigger immediately (as well as all the other combos). Sometimes you need to win fast, and having even 1 tutor with 3 piece combos can win immediately.

Other than that have you considered the evoke creatures? Namely Mulldrifter and Shriekmaw ? These guys you evoke them then simply eternalize them. So you get double the value out of them and then have them on a 4/4 body!

Mj3913 on Ain't Got Time To Be Dead

3 weeks ago

Noosegraf Mob & Siege-Gang Commander are great for leaving behind chump blockers and amassing an army of tokens. Archetype of Courage & Archetype of Finality are good separately, and amazing together. Gift of Immortality can help save you from building up commander tax because Alesha will be target numero uno.

For further ideas check out my version on my profile. Hope I've helped.

landofMordor on Mad God-Pharoah's Reanimator

1 month ago

Hey friend. I agree that you're better off with Red in your board, considering Cathartic Reunion and Insolent Neonate see play in Tier 2 Modern Dredge lists... In fact, considering your revisions, the non-creature suite looks pretty spot-on. Maybe cut some noncreature spells in your SB for creatures with similar effects (Fairgrounds Warden over Cast Out, for example), and maybe Haunted Dead as an additional on-theme discard engine.

Hm. Depends on how you want to play this. You can go midrange or aggro, but probably not both.

I'm personally an enormous fan of Combustible Gearhulk, especially in a deck like this with about 20% of your deck at 4 CMC=damage or higher, that ALSO doesn't mind whether the cards go to grave or to hand (since you'll just discard them). If you go this route, I'd cut all your non-Neonate creatures below CMC 4-5. You're wanting to power out the Gift until T4, and after T4 it literally doesn't matter how much your discarded cards cost, 'cuz it's a free "gift". Things that come to mind are Angel of Deliverance, Emeria Shepherd, Lightning Runner, Noosegraf Mob (which is a T5 9/9...), Regal Caracal in the SB to stabilize against aggro, Tree of Perdition (which is cute, but not bad...). Just pick your favorite.

On the other hand, you could go more aggressive, and only cast GPG late-game when you are needing more fuel. In that case, Scourge Wolf, Thraben Inspector, Fairgrounds Warden, Gifted Aetherborn, Aerial Responder, Ayli, Eternal Pilgrim, Bomat Courier, Bloodrage Brawler are at their best, where you get to cast them twice, and the second time, they're beefy.

Either way, I'd cut Cataclysmic Gearhulk, because you can't get your tokens back, and I'd cut the creatures with the Eternalize mechanic (since they're made "balanced" with Eternalize already, they're designed to not be broken with GPG, unlike the aforementioned strategies).

Hope that helps! Again, mention me if I can be helpful to you.

landofMordor on Mad God-Pharoah's Reanimator

1 month ago

If you're wanting to focus on the Gift, then I think you could eliminate some other combos here. Madcap Experiment, for example, hurts more than it helps, and Fiery Temper (you want to discard creatures). Cut 2-3 Gifts and add 4 Gate to the Afterlife, to tutor for the Gift and cheat Gift into play as early as T4.

Then, put in way more payoff creature cards, with relevant abilities but low P/T that will be improved by the Gift. Things like Thraben Inspector, Noosegraf Mob, etc. Or cheat stuff into play on the cheap: Razaketh, the Foulblooded. Exquisite Archangel. Brisela, Voice of Nightmares. Stuff like that.

Hope that helps! Mention me if I can be helpful.

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