Noosegraf Mob

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

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Set Rarity
Eldritch Moon Rare

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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

Anski on Blue/Black Zombies

3 days ago

I would definitely cut Rancid Rats, Noosegraf Mob, Seagraf Skaab, Tattered Haunter, Doomed Dissenter from the creatures and Rise from the Tides, From Under the Floorboards and Drag Under from the sorcery slots. I would also probably cut Mindwrack Demon, Geralf's Masterpiece and Lamplighter of Selhoff.

Here's some of my reasoning behind those thoughts.- Rancid Rats I don't think you want to playing a 2CMC 1/1 even though it has death touch, you could be playing something more impactful even on a budget.

  • Noosegraf Mob 6mana creature is already pretty hard to cast and the fact that it does nothing when it comes on the board feels bad for that cmc. Even though it can take over the game after that, I still think that at 6 mana you would be better of recurring or playing multiple zombies that do more or holding up spells.

  • Seagraf Skaab 2mana 1/3 doesn't really kill or trade anything relevant, again could be using this slot to focus on having more impactful spells/creaturs.

  • Tattered Haunter Again doesn't really do anything for whats it worth.

  • Doomed Dissenter This could actually be playable, but I think you could still be playing something better.

  • Rise From the Tides This card works better in a deck that is really trying to break it. The zombies entering tapped is a big downside since they can't even block.

  • From Under the Floorboard I don't think you deck has enough looting effects to really take advantage of this card, Amonkhet also had this card Liliana's Mastery which is the same cmc but pumps your whole team and gets you 1 less zombie. Not sure if I would play even that though, but it is definitely more powerful.

  • Drag under basically reads "Delay your opponent by a turn, draw a card" or it gets rid of a blocker. But again for 3 mana you could be playing something better. 3 mana is surprisingly costly price to play for a spells that doesn't improve your board state, unless you're hitting for lethal but you need to get rid of a blocker.

  • Mindwrack Demon this is a powerful card, but it works much better in a deck that is dedicated on getting delirium fast.

  • Geralf's Masterpiece this is again a potentially powerful card. But it's very hard for a deck like this to have a near empty hand to cast this on turn 5 to get a lot out of it.

  • Lamplighter of Selhoff probably my favorite art in all of SOI, but sadly the card isn't very good outside of sealed/limited if you get synergies around it.

There are some other kinda bad cards as well like Liliana's Elite that could be cut for something better, but enough of that. Lets see what could help your deck perform a lot better. First of all focusing the on something for recursion or for aggro. Seeing that you're already in the camp I would suggest going for the recursion theme. Playing more 4x cards also really helps with consistency so you get to do more powerful plays more often.

I'll list a couple of cards that I would always run 4x in a zombie tribal with recursion theme.

  • Prized Amalgam this really the key recursion creature and one of the cards that will make your deck very resilient against removal.

  • Haunted Dead 4cmc 2/2 that gives you a 1/1 flyer isn't great, but the ability to pay to discard 2 cards and then bring it back is. You can even do things like have this creature die, use the ability target 2x Prized Amalgam in your hand and you would get all of them on the board. Also you can do that at instant speed during your opponents second main phase to get the amalgams ready for attacks on your next turn.

  • Cryptbreaker 1 mana zombie with a major upside is pretty good. Its ability lets you get Haunted Dead into the graveyard so you can use it ability easier.

Those are what I would definitely run as 4x every time. Now I can give you some ideas of cards that I might or might not run as 4x but would definitely run 2-4 copies of.

  • First of all this card Voldaren Pariah  Flip not a zombie, but vampire with a sweet art is almost as good right? If you got 5mana with at least 4 and a Cryptbreaker on board you can use its ability to discard this card and then cast it for madness using the zombie token you just created as 1 of the 3 creatures to flip this card and kill 3 of your opponents creatures. Most of the time you want to be probably sacking Haunted Dead and 2 Prized Amalgam since you can then just get them back on the next turn. This is a really awesome card and I would run 3-4 of these.

  • Lord of the Accursed make your whole team bigger and can even give them menace, very nice card since you're running almost only zombies. I don't know how many of these I would run, but this card looks like it could be worth a shot.

This is the kind of shell I would build for a deck like this other cards worth considering 4xFatal Push annoyingly pricey but a very good card. Some form of card draw is also good, like your Epiphany at the Drownyard for an example. Having 2x Geier Reach Sanitarium instead of 1 could also be nice.

I hope this comment helps or gives you some fun ideas. I didn't really want to become "play THIS or dont play" so please do brainstorm with it a bit and fit it into your own budget. Luckily none of the cards I mentioned are more than 3 dollars (aside from push), so getting a powerful deck shouldn't be very expensive :)

TearsInRain23 on

2 weeks ago

@Bhaal666: Ghoulcaller Gisa, Endless Ranks of the Dead, and Grave Titan are already in there. I do really like Primal Rage as an option. I had no idea that existed. I am thinking Overseer of the Damned, Dread Summons, Noosegraf Mob, and Kalitas, Traitor of Ghet.

With Meren though, remember... Craterhoof can come back.

Bhaal666 on

2 weeks ago

oh i meant the card survives a wrath since it isnt a creature while many zombie buffs seem to be stuck on creatures and therefore die, my bad for not being more clear.

hmm so just looking for trample then well id look more at all creatures get trample: Brawn, Nylea, God of the Hunt, Primal Rage. all of which I think are better suited to your deck. craterhoof is a great choice too, i just hate that it only goes off once.

You may have considered most of these but this is what I found for more token generating, also sorry if it is stuff already in your deck i tired to make sure it wasnt: Dread Summons, Empty the Pits, Endless Ranks of the Dead, From Under the Floorboards, Ghoulcaller Gisa, Graf Harvest, Grave Titan, Kalitas, Traitor of Ghet, Necromancer's Stockpile, Nested Ghoul, Noosegraf Mob, Overseer of the Damned, Waste Not, Zombie Infestation

JararoNatsu on B/U Zombies

4 weeks ago

I would encourage you to take a look at my deck: B/U Zombie Tokens. In it, I have all of my Zombie creature cards serve as either Lords or token generators, and my instants/sorceries are control and token generators. Most of the deck is at CMC 2 and 3, allowing me to have a relatively early board presence, and that is currently what your deck is missing.

Your deck currently seems like a mix of creating Zombie tokens as well as pulling creatures out of the graveyard, and those two things don't always work well together (since tokens don't go into the graveyard). Consider focusing on one, otherwise your deck loses potential by trying to do two things at once. LithiumHD is correct in saying that Noosegraf Mob is not helping you here and will take way too long to get onto the board.

If you want to pull off the transformation of Westvale Abbey  Flip, you're going to need to get tokens out much quicker than your deck is currently capable of doing. There are plenty of low-CMC token generator such as Shamble Back, so take a look and see what you can find. Otherwise there are several cards here that aren't going to help you get tokens out or keep them alive until you can sacrifice them. Cryptbreaker is really the only creature you have that will get you any tokens and even then you have to discard, so maybe throw in some From Under the Floorboards to take advantage of that discard.

Also, you mentioned that you have a concern over removing threats. Allow me to introduce you to Compelling Deterrence.

If you're going to want to take advantage of Rise from the Tides, you're going to need more instants and sorceries. Having some early-game control using instants/sorceries, as well as token generators, allows you to keep threats away while you build your board, and then if you want to work your way up to Westvale Abbey  Flip, you may do so.

Sorry if this was a bit long, but I hope it helps!

LithiumHD on B/U Zombies

4 weeks ago

honestly, the way this deck is set up, it is going to take way to long for Westvale Abbey  Flip to do you any good.

if you want to use that card specifically you might have to consider a total rework of the deck, focusing on smaller mana cost creatures. running x3 copies of cards like Noosegraf Mob is way too much, and you will have a lot of trouble actually ever getting one onto the battlefield, let alone 3 of them.

Neotrup on Noosegraft mob interaction with cast

1 month ago

Yes, you would get 0, 1, or 2 tokens. If the Noosegraf Mob has no counters on it, so you cannot remove any, you'll get 0 tokens. If it has ample counters on it (like the 5 it started with), and neither Swords to Plowshares are targeting it (nor anything else removing it), you'll get 2 tokens, one from each trigger. If, however, the second Swords to Plowshares is targeting the Noosegraf Mob you'll get 1 token from the trigger that went above the swords, then lose the mob and not be able to remove the counter when the first trigger resolves.

Gidgetimer on Noosegraft mob interaction with cast

1 month ago

that is because there is no "t" in Noosegraf Mob. You would get 1 token. The trigger from the second Swords goes on top of it and resolves putting a token in. Then the mob is exiled and when the trigger for the first swords tries to resolve no +1/+1 counter is removed and therefore no token is created.

Rzepkanut on Gisa and Geralf's Family Farm of DOOM

1 month ago

Jaefarlii, thanks for noticing the typo in the description. I fixed it to more carefully explain how that Buried Alive sequence works.

I know Mikaeus, the Unhallowed + Noosegraf Mob = an unending zombie horde, the card is just a little out of my price range for buying singles right now. I'm mostly interested in the card because it pumps the team and keeps everyone from dying....but that is a cool interaction too. Less immediate of a wincon than combining it with Triskelion but still good.

Thanks for the comments.

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