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.
Printings View all
|Eldritch Moon (EMN)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
- Alesha, Who Smiles at Death + Noosegraf Mob
- Noosegraf Mob + Ravos, Soultender
- Impact Tremors + Noosegraf Mob
|Commander / EDH||Legal|
Noosegraf Mob occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Noosegraf Mob Discussion
4 weeks ago
idk if this would fit, but Eternal of Harsh Truths is also pretty sweet. does damage if blocked, draws cards if unblocked
Crow-Umbra on Aleshé
2 months ago
Hi there, I saw your deck on /r/EDH, and thought I'd offer some pieces of feedback, as I've been brewing and playing Alesha a lot these past few months.
Personally, I'd suggest removing both Grenzo and Chainer, as they aren't super consistent, and their abilities can compete with Alesha's activated ability. If you want repeatable discard, I'd suggest Perpetual Timepiece and/or Sands of Delirium. Perpetual Timepiece can also be an insurance piece against graveyard hate. Also, you may want to replace Ashnod's Altar with Altar of Dementia, since you can either self-mill or ping opponents.
In a similar vein as the suggestions for Grenzo and Chainer, check out Twilight Prophet as a potential replacement for Mentor of the Meek. Mentor's activation may compete with Alesha in early turns.
Also, I'd suggest Smothering Tithe over Greed, since opponents usually don't pay the Tithe cost in earlier turns. Similarly, Curse of Opulence can help you ramp and shift a target to someone else's back.
Shifting Shadow can help filter through your deck and also fill up your graveyard
You may want to consider replacing Elenda with something like Noosegraf Mob or Chittering Witch. Elenda may get hated out before she gets big enough for a decent pay off. Noosegraf Mob will "punish" opponents for just playing as they normally would, and can be recurred, and Chittering Witch will always ETB with at most 3 tokens (or however big your games usually are). Chittering Witch also has a sac outlet that can be used for removal, but does compete with Alesha.
If you'd like, check out my Alesha deck Awkward Eye Contact with Death. My build is a bit more of combo/go wide with evasive creatures if combo fails or isn't online yet. I run stuff like Impact Tremors and Syr Konrad, the Grim, to get group-slug damage off of ETBs and LTBs. In my description, I also have some links to other Alesha decks I used as primers, and there is some good feedback in my archived comments.
2 months ago
The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:
Deep Forest Hermit
Ghave, Guru of Spores
Trostani Discordant Trostani's Summoner
Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:
Birds of Paradise
Embodiment of Agonies
Golgari Grave-Troll (also a great include because Dredge can fill your GY)
And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:
...all seem like good includes.
Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.
2 months ago
There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.
multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).
Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.
Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.
multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.
Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why
- Gravecrawler - combo piece in sacrifice combos
- Cryptbreaker - Manaless card draw
- Carrion Feeder / Nantuko Husk - free sacrifice outlet
- Stitcher's Supplier - efficient self-mill
- Lotleth Troll - free discard outlet
- Undead Augur / Plague Belcher - aristocrat win-condition
- Cemetery Reaper / Death Baron - Lord
- Diregraf Captain - Lord and aristocrat win-condition
- Fleshbag Marauder - Removal
- Midnight Reaper - Repeatable Card Draw
- Murderous Rider - Removal
- Prized Amalgam - combo piece in sacrifice combos
- Balthor the Defiled - Mass-reanimate
- Jarad, Golgari Lich Lord - win condition
- Undead Alchemist - mass token generator
- Corpse Connoisseur - Entomb on a body
- Custodi Lich - Monarch generator
- Phyrexian Delver - Gets around Muldrotha's limitation
- Mikaeus, the Unhallowed - board-wipe protection/combo-piece
- Noosegraf Mob - very fast token generator
3 months ago
It seems to have been quite a while since this deck have been updated. Is it possible we might see an update in the future after we have gotten some pretty cool new toys for this deck like:
And i had some questions about cards you might consider adding or why you have them in your deck at the moment.
Rooftop Storm: Although 6 CMC is high, it can net you mana quite quick with the amount of card draw you have and with only 3-non zombies it should be possible to benefit from it quite often.
Endless Ranks of the Dead: The upkeep trigger is not amazing as it is lowering the amount of zombies produced by quite a bit. But if going wide with more zombie token generation do you think it could be slot in?
Noosegraf Mob: This one confuses me a bit. 5x 2/2 zombie tokens for 6 mana, that relies on your opponents to cast spell to produce them and the noosegraf just dies. How has it performed? I can see it do some good work but i have never really expected this card to be that good.
Josu Vess, Lich Knight: How often has this guy been good? 4 mana for a 4/5 zombie is okay, but not amazing, and his kicker ability is good, but not amazing as it costs the same as a flashback Army of the Damned and you get 5 less zombies. But how has he performed?
Havengul Lich: It seems to be a cheaper less on theme scarab god ability, but still quite good, what do you think of this card?
Grimgrin, Corpse-Born: If you can get him up and running he can definetly be a beater, but how has he performed.
Geth, Lord of the Vault: Seems really good, is he mostly used to get other ramp pieces or can he be used to get other creature threats?
The deck still looks amazing, but would be nice to see an update soon and how you would adjust with these new cards :D
3 months ago
The deck has gone through a few different iterations, as I've tried out different elements that I like, especially since I hadn't really played this type aggro or reanimator strategy in the past.
I think what I currently have in mind for win-con lines for this deck:
Aggro swarming with evasive creatures, and adding stacking damage with cards like Hellrider
I think I wanted to have some elements of reanimation, creature aggro, and group-slug. In one iteration of the deck, I had more token creators like Mogg War Marshal, Hanweir Garrison, New Krenko, and Noosegraf Mob, but cut them for yard-filling cards.
3 months ago
Noosegraf Mob -> Syr Konrad, the Grim : This decision was between Noosegraf Mob and Marionette Master. Noosegraf seemed the better choice to cut since Marionette makes 3 tokens on ETB as opposed to waiting for players to cast spells. Syr Konrad is a good alternate commander for this deck and pairs well with the theme to dish out some damage.
Champion of Stray Souls -> Living Death : Tough decision since this feels like a good home for Champion of Stray Souls, but it costs so much to get out and use it's ability. I'll still try to get him in the deck, but unless I cheat him out with Hell's Caretaker or something similar his cost is hard to justify. Living Death is an all-star recursion piece and works well with Grave Pact-like abilities.
5 months ago
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.
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.
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...?
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.