Noosegraf Mob

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, create a 2/2 black Zombie creature token.

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Set Rarity
Battlebond (BBD) None
Eldritch Moon (EMN) Rare
Promo Set (000) Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Noosegraf Mob occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Noosegraf Mob Discussion

Mj3913 on Ability challenge

1 month ago
Some hard choices ahead it seems.

TypicalTimmy - Very nice application and flavor. I like how it can fit both midrange and aggro styles as well as the conditions changing for each creature. Some lose abilities and power, others just lose power. This would slot well into decks focused on counters and proliferation or even moving counters like we saw in Amonket.

While a bit wordy it still seems clean enough not to be confusing to players so I think it could be featured in a set. It's not likely they'd bring back infect but this could work flavorfully for Phyrexia.

Boza - It is an interesting concept for sure. Combined with blink/proliferate effects it could get out of hand if not dealt with. I also like that it is attached to a Saga in one of your examples.

Could it be seen in a set? I think so were there to be more supporting cards associated with the ability, tokens, and maybe even proliferate if it doesn't break it.

DragonOfTheWest - Very nice application, making a representation of a group have the option of separating gives it a nice flavor. Gives the option to go tall or wide so it could probably be seen in a set with anthems and equipment/auras perhaps. Your second batch took the cake for me.
dbpunk - It's interesting in the fact you took an existing ability and gave it a name. Also how it ties in with the creatures abilities is a nice touch. Might have memory issues though unless specific indicators are provided so no one can say they done the opposite of what they said. That issue could prevent it from passing through design into a set.
ZendikariWol - Seeing the whole thought process is great. If it were easy it wouldn't be a challenge that's for sure. Onto the cards, I got excited when I saw Ooze because I had a similar thought, but it seems it was not meant to be. I must have skipped the first paragraph because I'll admit I was a tad confused until I went back and read that. It makes more sense knowing there would be supporting cards, otherwise that last one would be confusing I think.

Overall, it's a different take on transform that doesn't have alot of requirements except what phase you're in. Again it's good there are cards to force changes both offensively and tactically. Back to that last card though, it seems a bit broken given how hard it is to remove. You get a break from it if you remove its first half, bouncing/tucking won't work either the way it is worded 'if it leaves the battlefield (in any fashion)'.

I like the Hate- Bears aspect of your new example. One card, two different feels: certainly would create some diverse brews were it to be in a set. Also nice to see some examples of supporting cards. Regarding your last submission, it's a nice cycle of 'hard to remove' gods, and static abilities makes sense, but should the other half not be demigod or...?

Y'all didn't make this easy, jussayin. XD. They were all good submissions, then when I thought I was done there was more. All good though, here goes...

5) dbpunk - The memory issue I think could cause problems at a table, still a good concept though.

4)Boza - So the way they are worded, they have no initial impact the turn they are played, also the tokens don't effect themselves, except the Saga anyway.. After a second look I cannot decide if this was purposeful or not.

3) ZendikariWol - That was alot to go through XD. For the first iteration DotW kinda covered it already. The last one, I'm not sure about rules regarding the clean up step, but does anyone actually get any priority to do anything then? Forgive my confusion.

2) TypicalTimmy - Again, very flavorful and I'm a sucker for all things Phyrexian mainly because that's where my MTG journey began, the Weatherlight Saga (Mirage -->. I know... Shh! I can hear your age comments). It is very flexible as mentioned above, and now we have germs with an ACTUAL living weapon. XD

1) Winner! DragonOfTheWest - I really like the concept of it being a Unit and being able to split into single entities. I'm surprised it hasn't been done too much to my recollection. The closest I can think of, top of my head, is Noosegraf Mob (fantastic in Alesha btw). I can't think of anything else to add except it's very flavorful. I especially like your second batch.

Final note: Sorry it took so long, meant to have it done earlier but it wasn't easy. Hopefully no one's offended by the results XD.

ShreddedByCrows on Offenza is the Best Defenza

1 month ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

burferking on [Primer] Alesha's Slaughterhouse

3 months ago

You currently have 2 Noosegraf Mob in your list.

Mj3913 on [Primer] Alesha's Slaughterhouse

3 months ago

Noosegraf Mob can get out of hand pretty quick if not dealt with. Duplicant can be used as repeatable exile with Alesha. I see you have Master of Cruelties, but have you met its cousins Ebonblade Reaper and Raving Dead . +1 from a fellow Alesha Fan, so much fun and a versatile commander they can be.

TitaniumTP on K'rrick Kobain and his Monster Mash

5 months ago

Let's get down to business, shall we?

DELETE THIS

Venser's Journal , Mindcrank , Armillary Sphere , Dash Hopes , Doomblade, Street Wraith , Leshrac's Sigil ,

QUESTIONABLE

Noosegraf Mob , Phyrexian Reclamation , Kaya's Ghostform , Blood Tribute , Whip of Erebos , Armillary Sphere , Reiver Demon , Pestilence Demon , Magus of the Mirror , Endling , Bloodthirsty Aerialist

At first glance these are what I think you should delete and think about deleting.


COMBO TIME

I notice that you have combo potential with Mikaeus, the Unhallowed . The only 2 card combo with him is Mikaeus, the Unhallowed and Triskelion . All other combos with him require 4 pieces.

  1. The man (zombie?) himself: Mikaeus, the Unhallowed

  2. Sac outlet - Viscera Seer , - Ashnod's Altar , - Carrion Feeder ,

  3. The Sacrifice (something with persist, or that can somehow remove the +1/+1 counter from Mikaeus, the Unhallowed ) - Lesser Masticore , - Putrid Goblin , - Skinrender if you put the 3 -1/-1 counters on itself each time it enters, - Puppeteer Clique , - Lingering Tormentor ,

  4. ALL THESE TRIGGERS - Bitter Ordeal for infinite exiling of decks, - Falkenrath Noble for infinite damage, - Vindictive Vampire for infinite damage, - Zulaport Cutthroat for infinite damage, - Vengeful Dead for infinite damage, only if sacrificed creature is a zombie, - Blood Artist for infinite damage, - Pitiless Plunderer for infinite mana, - Pawn of Ulamog for infinite colorless mana, - Deathgreeter for infinite life, - Smothering Abomination for infinite card draw,

MORE COMBO

You also have the 3 piece combo of

  1. Sanguine Bond
  2. Exquisite Blood
  3. Anything that either causes you to gain life, or an opponent to lose life - Leechridden Swamp , - Ebony Charm , - Death Cultist , - Nightmare's Thirst

I recommend using instant speed interaction for the 3rd piece of the combo, so you can respond to removal by winning

If you decide to follow The Way of The Combo, you should also add library searching effectz to help make sure you always find your pieces.


LIBRARY SEARCHIN EFFECTZ

Expedition Map for finding lands for ramp, or combo pieces if you go for the aforementioned Leechridden Swamp combo Scheming Symmetry , Behold the Beyond , Demonic Collusion , Diabolic Tutor , Final Parting , Mastermind's Acquisition , Doomsday , Demonic Collusion , Dark Petition

The more combo and storm heavy your deck is, the more search library cards you will want to add.

EXTORT OP

Basilica Screecher , Thrull Parasite , Syndicate Enforcer

Nothing much to add here, but extort is so broken in this deck. Extort will be extra powerful in storm builds.


Okay, it's Mana Time

Caged Sun

COOL LANDS

Castle Locthwain , swamp with benefits, Thespian's Stage , can become a copy of other dank lands like Temple of the False God and Cabal Stronghold , Crystal Vein , pop it on the turn where you're going to try and win, Westvale Abbey  Flip, potential wincon, Leechridden Swamp , potential combo piece and also fun to use with leftover mana, Bottomless Vault , probably sucks but you could use it in a storm deck, Memorial to Folly , Mortuary Mire , Temple of the False God , Myriad Landscape , ramp that looks like a land

Mana Rocks

Cryptolith Fragment  Flip probably not good, Thran Dynamo , super epic, Hedron Archive , Prismatic Lens , Fractured Powerstone , you know you want this for the planeschase ability, Sisay's Ring , Ur-Golem's Eye , Liliana of the Dark Realms , Nirkana Revenant , Paradise Plume , Magus of the Coffers , Black Market

For mana rocks you want the best bang for your buck, since you can just pay life instead of {B}. I like the mana rocks that cost {4} but tap for {2}, and the ones that cost {2} and tap for {1}. The more control heavy your deck is, the more rocks you want.

Ramp

Wayfarer's Bauble , Burnished Hart

Lots of Mana Fast

Cabal Ritual , Bubbling Muck , Spoils of Evil , Culling the Weak , Sacrifice , Dark Ritual , Songs of the Damned

Getting giant bursts of mana is good in any mono Black deck, but you should invest more heavily the more combo and storm themed your deck is, since you want to pop off in a single turn and cast 1,000 spells.

Investments

Basal Sliver , Blood Pet , Bog Witch , Overeager Apprentice , Basal Thrull , Priest of Yawgmoth , Blood Vassal , Soldevi Adnate

A lot of these cards that are single time use mana sources would be great in a storm deck where you would just build up your load until you bust damage all over the faces of those unfortunate enough to be within 50m of you. They're also good in reanimation decks, which could utilize Phyrexian Reclamation to keep getting them back.

Summary:

The more control heavy your deck is, the more mana rocks you want. If you're going for combos then you want more quick mana. The only land I'm gonna have to 100% recommend is Thespian's Stage . Keep in mind that the more nonbasic lands you have in your deck, the less useful cards like Crypt Ghast and Cabal Stronghold will be.


TRIBAL

Zombie Tribal

Corpse Harvester , library search, Cemetery Reaper , lord, Undead Warchief , epic lord, Josu Vess, Lich Knight , wincon, Endless Ranks of the Dead , wincon, Death Baron , lord, Liliana's Mastery , lord, Graveborn Muse , card draw, Zombie Master , protection, Graf Harvest , team evasion, Fleshbag Marauder , saccy, Phyrexian Delver , recovery, Cryptbreaker , card draw, Lord of the Accursed , lord, Shepherd of Rot , hurty everyone, Stronghold Assassin , funny removal, Loyal Subordinate , Liliana, Death's Majesty , potential finisher, Grave Titan , Open the Graves , board wipe protection, especially good if you're going all in on creature aggro, Curse of Disturbance , Awaken the Erstwhile , once you're in an advantageous position just cast this and watch your opponents cry, Tombstone Stairwell , this would be especially epic if you have cards to buff your boys, Risen Executioner , lord

Some cards that could be spicy in zombie tribal. Epic combos would be lords such as Cemetery Reaper and Lord of the Accursed , and fatties such as Army of the Damned and Josu Vess, Lich Knight . Having tons of zombies also combos with Pontiff of Blight . I think that Eldrazi Monument in a zombie build is nightmare fuel.

Vampire Tribal

Sanctum Seeker , Kalastria Highborn , Blade of the Bloodchief , Bloodlord of Vaasgoth , Malakir Bloodwitch , Bloodline Keeper  Flip, Gatekeeper of Malakir , Nirkana Revenant , Drana, Liberator of Malakir , Sadistic Skymarcher , Defiant Bloodlord , Yahenni, Undying Partisan , Butcher of Malakir , Cordial Vampire , Bloodtracker ,

If you decide vampire tribal is better, here are some options. I would only play cards like Blood Tribute if you're going vampire tribal, I don't think it's worth to play unless you can get more value than just chopping 1 player's life in half.

To Go with Your Creature Spam, Sir...

Dowsing Dagger  Flip, Mask of Memory , Necropolis Regent , Bloodforged Battle-Axe , Explorer's Scope , Throne of the God-Pharaoh , Whip of Erebos

Buff My Team!

Sword of the Paruns , Intimidation , Death Pit Offering , Eldrazi Monument , Obelisk of Urd

Summary:

The more of one tribe you have, the more synergy you have. Only include lords if you're all in on that tribe.


REMOVAL

Targeted Removal

Hero's Downfall , Vraska's Contempt , Murder , Murderous Rider , Noxious Gearhulk , Malicious Affliction , New Blood , Ruinous Path , Tendrils of Corruption , Bone Splinters , Liturgy of Blood

Epic Board Wipes

Decree of Pain , Crux of Fate , Kindred Dominance , Bontu's Last Reckoning , Do or Die , Hellfire , Necromantic Selection

Summary: Use more board wipes the more control heavy you want your deck to be. Try to choose targeted removal such that the end cost will only be {1} and some life, so that it will be as cheap as possible. This is especially important in storm builds. Since we play multiplayer quite a bit, you'll probably want to add extra board wipes, especially the ones that draw you cards or come bundled with reanimation.


Wow, I Hate Minorities

Wow, I hate tokens

Ritual of Soot , Force of Despair

Wow, Green is Cancer

Perish

Wow, I hate when other people play spells

Painful Quandary

Wow, I hate when other people attack me

No Mercy , Dread , Koskun Falls

Wow, I hate myself

Season of the Witch (okay, maybe not that much Revenge of Ravens )

Wow, I hate lifegain

Tainted Remedy , False Cure

Wow, I hate real board wipes

Sudden Spoiling , Mutilate , Languish , Massacre Girl , Golden Demise

Wow, I hate burst damage

Palace Siege , Polluted Bonds

Wow, I hate my opponents having creatures

Dictate of Erebos , Grave Pact , Butcher of Malakir

Wow, I hate this one person in particular

Curse of Vengeance , Trespasser's Curse , Curse of Fool's Wisdom


Lifegain

Profane Memento , Crypt Incursion , Vampiric Link , Loxodon Warhammer , Kokusho, the Evening Star , Cavalier of Night , Whip of Erebos

Protection

Rush of Vitality

Benefit from Death

Ogre Slumlord , Shadows of the Past

Cool Card Draw

Moonlight Bargain , Promise of Power , Succumb to Temptation , Ransack the Lab , Infernal Contract , Necrologia , Carnival of Souls , Grim Haruspex , Night's Whisper , Succumb to Temptation , Phyrexian Etchings , Cruel Bargain , Dark Deal , Foreboding Fruit , Live Fast , Painful Lesson , Necropotence

Add more card draw the more stormy you want your deck to be. Also try to add ones that will cost the least amount of mana if you take your commander's ability into account.

Card Draw Requiring Sacrifice

Altar's Reap , Costly Plunder , Morbid Curiosity , Bankrupt in Blood , Skulltap , Merciless Resolve

These will be better in decks where you're sure you'll have tons of creatures. So adding these into zombie tribal would probably be a good idea, since you have things like Army of the Damned and Josu Vess, Lich Knight that produce a million tokens.


Storm Build Cards

Aphotic Wisps , Cremate , Succumb to Temptation , Yawgmoth's Will , Ill-Gotten Gains , Priest of Forgotten Gods , Skirge Familiar , Rain of Filth , Dredge , Gravebind , Nighthaze , Street Wraith

The idea of a storm deck is to cast as many spells in one turn as possible, building up a fat storm counter to execute all who oppose us with our 3 finishers, which are Aetherflux Reservoir , Tendrils of Agony and perhaps Empty the Pits . You'll want lots of cheap spells that only cost {B} mana and replace themselves, such as Aphotic Wisps . One time use mana is also dank here, such as Dark Ritual and Cabal Ritual , and creatures like Basal Thrull and Soldevi Adnate .


Win Cons to think about

Hapix on The Scarab God's Arisen Horde

5 months ago

@multimedia, your comment is much appreciated! A lot of thought and play testing has gone into this deck (if I’m being honest though, this isn’t the first attempt as this is around the 8th iteration of scarab god due to play testing and not posting until now LOL).

I want to preface my response to your recommendations by saying that lowering the cmc of the deck is not really a priority as I usually have more than enough mana to do, but bringing down the amount of 5 drops and just generally increasing the tempo of this deck is on my radar. Furthermore, some inclusions (such as Consuming Aberration and Noosegraf Mob ) are in response to the meta of my table wherein they perform well (for example, one of my buddies plays an interesting Alesha, Who Smiles at Death homebrew that focuses on controlling the board state by altering base power/toughness of all creatures, Consuming Aberration on its own has saved my hide more times than one against Alesha lol).

Moving onto your recommendations:

Wonder > Grimoire of the Dead

Just the concept of Wonder alone is fantastic and it was even a part of the original iteration of this deck, but during playtesting (and this might just be me being unlucky) but it was often a mid-game dead draw and when I would have it in my graveyard, having a handful of flying zombies was nice, but not often game ending – hence non-inclusion. Grimoire of the Dead is slow AF and it the second eff is not easy to pull off, the only reason it is in the deck right now is I do not have a Rise of the Dark Realms , not sure what I will replace it with yet but I will take it out.

Windfall > Ancient Excavation

I like Windfall , it is a great wheel and I would like to include it. As it is right now Ancient Excavation is a card I keep in for the versatility of both self-mill and the basic landcycling, although I might swap it out for the Lim-Dul's Vault that you brought up later in your comment (I really like its’ effect tho).

Diabolic Intent > Exsanguinate

Diabolic Intent is a good card and that I plan to add in someday, but just to save $ I’m looking at Wishclaw Talisman as a budget alternative with some inbuilt politicking mechanisms. When it comes to Exsanguinate , it was a filler card I tossed in for play testing I’ll replace it with the aforementioned Wishclaw Talisman most likely

Relentless Dead > Noosegraf Mob

Relentless Dead is a card I used to have in here but I removed it since it felt slow and I just never really utilized the secondary eff I’m looking at getting a Gilded Drake in as a replacement. I agree though that Noosegraf Mob , as a six drop, is quite lackluster in comparison to the other high cmc cards. The potential value of 6 ETBs and/or death triggers is enough to keep him around for now, but if there is something I find I like more I’ll probably take mod out.

Graveborn Muse > Liliana's Reaver

Graveborn Muse I tested it out and saw myself dying to it more often than not, if I move further away from the zombie tribal aspect I might reconsider it. As for Liliana's Reaver , It isn’t to flashy but it works, no need to remove it rn but if anything better comes along I might.

“2 drop mana rocks > Commander's Sphere

Commander's Sphere is place holder card that I had socketed in while I was looking for some better mana rock options. Thanks for bring Arcane Signet to my attention, I’ll probably toss that or the signet in.

Arcane Denial > Countersquall

Arcane Denial isn’t a card I’d normally consider since the +2 for my opponent kind of hurts, but in a format like EDH with the 99 filling up a library, it seems pretty negligible so I’ll add it but won’t remover Countersquall since Its not that hard to get either {B} or {U} mana on demand. This though does touch on a different subject, I do want to add in some more counter magic, tutors, and removal (I’m looking at Arcane Denial , Swan Song , Pact of Negation , Mystical Tutor , Mastermind's Acquisition , Cunning Wish , Death Wish , Wishclaw Talisman , Victim of Night , Hero's Downfall , Murder , and Doom Blade but am stuck on evaluating which are the most beneficial inclusions).

To wrap up, thank you very much for your input it has been really helpful in reevaluating this deck. I sure do have some tinkering to do, haha. The nature of deckbuilding in EDH to me is everlasting and I hope I can continue to improve and refine my decks with recommendations and insight from other kind folks, like you, on this site :D

One last question, a friend is considering selling their Mana Vault to me at a discount, is this a card that I should seriously consider including or not?

Cheers!

Hybrow on Sunnydale High - Ayara EDH

6 months ago

You have quite a few that I have in my deck. And a couple that I noticed are missing are in your maybeboard.. but thought i would give a couple suggestions.

Bloodghast is expensive, but his recursion is pretty nice. Noosegraf Mob - a bit high CMC, but can make 6 ETBs in a round around the table. And if you can recur him, he can do it again. Puppeteer Clique - 4 ETBs, along with 2 creatures from an opponents graveyard Sepulchral Primordial - guess it depends on your playgroup, but my buddies usually play big beasts, and we usually play 4-5 player Desecrated Tomb depending on how much graveyard recursion you have, this might pay off. Buried Alive is a great way to get those key creatures like Nether Traitor and Gravecrawler where you need them Yahenni, Undying Partisan - an extra sac outlet never hurts, and he is pretty easy to keep alive

Nelstar on $25 Alesha Reanimation EDH

8 months ago

Find a way to pull lands away from your library like fetchlands. You need to maintain tempo. After you have 7 or more lands, each land drawn from library actually slows down your tempo.

A good useful soldier like Solemn Simulacrum , Knight of the White Orchid will ensure that.

Next, your entire deck depends strongly on Alesha.

You need to:

  1. Protect Alesha from removals such as Murder , Swords to Plowshares , Path to Exile by using Lightning Greaves , Mask of Avacyn , Grand Abolisher

  2. Have threats that is deadly like Master of Cruelties , Embodiment of Agonies , Mirror Entity or even Priest of the Blood Rite with a way to sacrifice the Priest. This will ensure you maintain tempo even at late game.

  3. Have removals to prevent locks or graveyard hate like Stasis , Rest in Peace , Leyline of the Void . Example of cards to use will be like Duergar Hedge-Mage

  4. Have wipes against decks like Trostani, Selesnya's Voice / Edgar Markov where they flood with tokens. Some recommended wipes will be Merciless Eviction , Austere Command

  5. Outnumber your opponent instead with Siege-Gang Commander , Noosegraf Mob

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