Noosegraf Mob


Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare

Combos Browse all


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.

Price & Acquistion Set Price Alerts



Noosegraf Mob Discussion

msanchez13 on Ishkanah, tokens and counters

6 days ago

Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.

Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.

Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.

Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!

JuQ on Mazirek brew

3 weeks ago

First you have playtest it in some games to see how it performs, find which cards are underperforming and what you are lacking. Then it will be easier to find solutions.
Personally I'd cut the higher costs and try to build my game with cheaper costs. Focus on token production, sacrifice outlets, card draw, ways to use those counters (other than attacking).
Some cards that spring to my mind are:
Smothering Abomination Sac and draw.
Culling Dais Sac and draw.
Skullmulcher Sac and draw.
Deathreap Ritual More draw.
Plaguemaw Beast sac to proliferate.
Titania, Protector of Argoth Huge tokens when you sac lands.
Animation Module tokens for one mana whenever you put a +1/+1 counter.
Heroic Intervention Best reaction available to protect all your stuff in the battlefield.
Ophiomancer A ne token with deathtouch to sac every turn.
Tendershoot Dryad Creates tons of saproling, then buff your saprolings.
Hooded Hydra turn your counters into creatures.
Hangarback Walker turn your counters into flying creatures.
Lifeblood Hydra turn your counters into cards.
Sadistic Hypnotist Sac outlet that locks players hands.
Cultivator of Blades brings tokens, buffs attackers.
Thopter Squadron Counters into thopters. With Mazirek and your Ashnod's Altar get infinite mana.
Noosegraf Mob Pops zombies spending +1/+1 counters.
Flesh Carver Sac outlet that can hit pretty hard.

elgosu1337 on Razeketh & the Boys

3 weeks ago

I would highly recommend making lots of tokens for Razaketh to sacrifice. Bitterblossom, Noosegraf Mob, Grave Titan, Kalitas, Traitor of Ghet are a few of the good ones. Mikaeus, the Unhallowed and Cauldron of Souls lets you sacrifice the same creature multiple times.

Gray Merchant of Asphodel is amazing in a mono-black deck. Myojin of Night's Reach stops your opponents from fighting back. Extraplanar Lens, Caged Sun, and Gauntlet of Power ramp you even harder.

Arguel's Blood Fast  Flip seems like it would take a long time to trigger when you're starting with 40 life, and the payoff isn't huge. Sangromancer doesn't seem that good either.

elgosu1337 on Eldritch Terrors

3 weeks ago

This deck inspired me to make an Eldrazi ninjutsu deck as well.

Eldrazi Ninja Scroll

Commander / EDH elgosu1337


My takeaway from playtesting are, if you want to focus on emerge, Mikaeus, the Unhallowed and Cauldron of Souls let you do it for free, especially with other persist or undying creatures like Glen Elendra Archmage, while cards like Noosegraf Mob, Priest of the Blood Rite, Body Snatcher, Keiga, the Tide Star, and Kokusho, the Evening Star benefit from being killed.

Shapeshifters like Phantasmal Image or copying like Mimic Vat give a massive discount to emerge while still benefiting from ETBs.

Stealing and reanimating your opponents' creatures is really powerful, using effects such as Blatant Thievery, Sepulchral Primordial, and Reins of Power.

ersatz_olorin on Lovely Siblings

3 weeks ago

Noosegraf Mob for more zombies

Grave Titan might be too pricey but if not it is also a great option

Zombies also have a lot of lords that you can take advantage of, namely:

Cemetery Reaper, Lord of the Undead, Undead Warchief, Diregraf Captain, Graf Harvest, and Mikaeus, the Unhallowed are all strong

Eldrazi Monument, Door of Destinies, and Obelisk of Urd give more buffs.

Patriarch's Bidding and Zombie Apocalypse will both bring all your zombies back.

Rooftop Storm is also great

Zombies are a very well supported tribe, so you can make a very strong and fun deck. Have fun :)

elgosu1337 on Scarab God

3 weeks ago

Looks solid, I also like Noosegraf Mob and Mikaeus, the Unhallowed in my Scarab God deck. Duplicant and Phyrexian Ingester are great removal to bring back from the grave. Mesmeric Orb, Mindcrank, and Consuming Aberration help fill out the graveyards.

Mtgmyth on ZOMBIES!!! "Ach! Hans, Run!"

1 month ago

Ok, are you playing in MTGO or paper? Either way, here are the cards I might take out, either because they are too slow, or they are better in multiplayer (or they are just bad). Dark Salvation, Prized Amalgam, Noxious Ghoul, Liliana's Reaver, Army of the Damned, Crux of Fate, Vanquisher's Banner, Noosegraf Mob, Vindictive Lich, Dread Summons, Endless Ranks of Dead, Altar of Dementia, Sol Ring, Undead Alchemist, Kindred Dominance, Geralf's Messenger, Never / Return, Call to the Grave Grimgrin, Corpse-Born. You could definitely take out others as you play the deck.

Here are some good cards that would be good to have, but not all will make the cut. Rings of Brighthearth, Basalt Monolith, Talisman of Dominance, Arcane Denial, Counterspell, Lim-Dul's Vault, Swan Song, Pact of Negation, Snapcaster Mage, Jace, Vryn's Prodigy  Flip, Toxic Deluge, Damnation, Leyline of Anticipation, Vedalken Orrery, Teferi, Mage of Zhalfir, Thought Vessel, Glen Elendra Archmage, Commander's Sphere, Solemn Simulacrum, Gilded Lotus, Cyclonic Rift, Overwhelming Denial, Search for Azcanta  Flip, Forbid, Bloodchief Ascension, Urborg, Tomb of Yawgmoth, Underground Sea, Sunken Ruins, Cavern of Souls, Ancient Tomb.

I'm sure there are many other cards that would be great in the optimized version of this deck, but these are the ones I can think of right now. Also, I am not extremely familiar with the current meta of MTGO(?) 1v1 commander, so there may be cards that are good because of the meta. You will want to do some research and you will definitely make changes as you play. Have Fun!

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