Noosegraf Mob

Legality

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

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Set Rarity
Eldritch Moon (EMN) 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

Disco_Werewolf on Kashmir Zombies

1 week ago

Thank you to Nicoblack and Outake for the comments!

Nicoblack, I've always been on the fence with the Drunau Corpse Trawler as well Noosegraf Mob so just seeing someone else say they had to go made me realize just that. I also got rid of Gisa and Geralf as I've realized out of all 3 copies, I can't think of once I've gotten them onto the battlefield. I took your advice about fattening up some creatures I already had out here, and I added some low cost Instant and Sorcery cards because I've had some decent luck with Rise from the Tides and I'm anxious to pair that with Anointed Procession

Outake, I play tested the deck the last two days and I'm pretty happy about how things turn out around turn 3-4, although I'm starting to think about taking out a Swamp or two and adding in more cards like Forsaken Sanctuary

Thank you both again for the help!

Disco_Werewolf on Disco_Werewolf

1 week ago

Thank you to Nicoblack and Outake for the comments!

Nicoblack, I've always been on the fence with the Drunau Corpse Trawler as well Noosegraf Mob so just seeing someone else say they had to go made me realize just that. I also got rid of Gisa and Geralf as I've realized out of all 3 copies, I can't think of once I've gotten them onto the battlefield. I took your advice about fattening up some creatures I already had out here, and I added some low cost Instant and Sorcery cards because I've had some decent luck with Rise from the Tides and I'm anxious to pair that with Anointed Procession

Outake, I play tested the deck the last two days and I'm pretty happy about how things turn out around turn 3-4, although I'm starting to think about taking out a Swamp or two and adding in more cards like Forsaken Sanctuary

Thank you both again for the help!

Nicoblack on Kashmir Zombies

1 week ago

First of all if you want to get competitive keep in mind steadiness of the deck, more copies of the cards you are playing. This doesn't look like a control deck and you are planning to attack with a crap ton of zombies, so the faster you can do that the better. I would take out Gisa and Geralf, Noosegraf Mob and Drunau Corpse Trawler from the creatures, because they are expensive to cast in an aggro deck and Rise from the Tides, Rise from the Grave and Stir the Sands because you are neither throwing things in the trash nor casting a lot instants or sorceries. Your removal is actually well based and Time to Reflect just seems like an over performer in this deck.

Turn Aside seems weird but functional, just take into consideration that mass removals in standard are not targeted, so you may run into troubles.

If you want to get into the competitive scene there's actually not a better thing than to play against other guys and find the common solutions, maybe targeted removal, maybe more creatures, don't build your deck to win against a single deck, that's why sideboard exists.

I would suggest you to add more cheap creatures to keep pressuring your opponents by attacking every turn like Doomed Dissenter.

Anyway, in the end it is your deck, don't hesitate to add cards that you want to play with or build around some cards, it just feels better if you have fun playing your deck with a strategy that you came up with.

REDWHITEandBLUE on Trans girl power

3 weeks ago

Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power

Out:
Angel's Feather
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Pacifism
Banishing Stroke
Celestial Flare
Aether Poisoner
Borderland Marauder
Death Cultist
Filigree Familiar
Harvestguard Alseids
Kambal, Consul of Allocation
Supply-Line Cranes
Tireless Missionaries
Underworld Coinsmith

In:
Mentor of the Meek
Faithless Looting
Fiend Hunter
Anafenza, Kin-Tree Spirit
Reveillark
Karmic Guide
Sol Ring
Skullclamp
Swords to Plowshares
Burnished Hart
Boros Charm
Return to Dust
Terminate
Mortify
Tormenting Voice
Victimize
Reforge the Soul
Ashnod's Altar
Commander's Sphere
Darksteel Ingot
Cathars' Crusade
Mardu Ascendancy
Vampiric Rites
Behind the Scenes
Assemble the Legion
Vandalblast
Noosegraf Mob
Key to the City

lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
9x Mountain
9x Swamp
9x Plains

this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!

Rzepkanut on Carnival of Hell

2 months 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 months 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!

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