Pest Summoning

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Pest Summoning

Sorcery — Lesson

Create two 1/1 black and green Pest creature tokens with "When this creature dies (is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist), you gain 1 life."

Sorin_Markov_1947 on Innistrad: Witherbloom Werewolves (GB midrange)

2 years ago

How does this deck beat mono-green? Also, if you have Eyetwitch, you need lessons in your sideboard. Pest Summoning, Basic Conjuration, Containment Breach, and Necrotic Fumes are all decent

Daedalus19876 on Night of the Fleshtaker

2 years ago

I'm not a Standard player so take this with a grain of salt -- but Skullport Merchant feels like the weak point here. Maybe add another token producer, like a maindecked Pest Summoning? Kaya also seems slow here. Maybe try Rite of Oblivion over it?

amerika00 on Night of the Fleshtaker

2 years ago

Like the direction, the deck is headed. Would personally replace Onyx with Lolth, since you only have a few instants and sorceries to make the most of her passive, but she does make sense as a top-end card. I think Fateful Absence is good but given your midrange strategy, you really don't want your opponents drawing more answers to your threats on the board, I would consider dropping at least 2 for Vanishing Verse or Infernal Grasp (you already have some natural lifegain in the deck). Crippling fear seems like an odd choice as well, since this isn't a tribal deck as far as I can tell plus you already have a 3-of of Meathook Massacre which can come down as a sweeper as well if need be. As for card-draw effects, you can almost never have enough. I believe the deck would benefit from at least a few more cards that can keep your hands full. Alternatively, invest even more in the learn mechanic with cards like Pest Summoning or Professor of Symbology. However, I will say, a turn 2 Vengeful Stangler into the Fleshtaker, sacrificing after attacking for two against a creature deck is going to feel great.

Narkro555 on Dragon go Om Nom Nom

2 years ago

Removed Mudbutton Torchrunner and replaced with Pest Summoning for sac efficiency.

Removed Supernatural Stamina due to inability to persist Commander buildup, replaced with Tend the Pests as a good sac gen for large creatures about to die.

ChrisHansonBiomancin on Jund Sac

2 years ago

I like this concept but it currently seems a bit out of balance, specifically i think you're too heavy on sac outlets and too light on sac fodder. If my counting is correct, there are 25 total sac outlets but only Kroxa and Claim are providing good sac fodder, outside of big hits from Tend the Pests, so if you don't see Tend early you could have a hard time getting off the ground with your other sac outlets.

Eyetwitch could be a nice cheap creature to fuel your sac outlets, with Pest Summoning and Necrotic Fumes making for good lessons for a sac deck. You could also go harder into the steal strategy by playing The Akroan War in the mainboard; I actually like it better than Claim anyways since it can hit any target and you get an extra turn to figure out how to sac the creature you steal. The one thing about going with more steal effects is that it will probably make your deck more matchup-dependant, as it'll be great against creature decks but could struggle if the opponent doesn't play things worth stealing, so that's why it's nice to have a few of your own things to sac.

Minousmancer on Witherbloom Storm (Budget)

2 years ago

Hi razelfark

I like the this deck concept I have several similar(I'll list one with the simplest concept I use) I love Witherbloom!

My suggestions come in your Lands, ie. instead of 2xCrawling Barrens, I'd run 4x Faceless Haven I'd also suggest running 26 lands if you are going to run with "Manlands". I would use 4x Darkbore Pathway  Flip. No "jungle hollows" nor "Campus" they are too slow for Witherbloom. 9x Snow-Covered Forest and 9x Snow-Covered Swamp . One because the are considered "Basic" Land and two it only takes 3 Snow-Covered Lands to activate Faceless Haven instead of 4 for crawling barrens.

Have thought about adding Plumb the Forbidden ? With Witherbloom Apprentice and Bastion of Remembrance it's like a machine gun and since it Drain Life they can't "prevent damage" from it.

Also the Learn mechanic with cards like Eyetwitch + Sedgemoor Witch is great for more canon fodder like Pest Summoning or Necrotic Fumes .

Here is the deck I had mentioned sharing with you earlier.

The Flood (Halo)

These are all just my suggestions, take them with a grain of salt. Ultimately what matters is designing and playing a deck you like/love.

Iklanon on Witherbloom Lifegain

3 years ago

Thanks for the insight!

I've looked at most of the cards you've suggested, but I wanted to stick to the life-gain shtick, as it was the original idea behind the deck. I don't know how I missed Bastion of Remembrance , though, as it seems like a definite upgrade to the deck. I've edited the deck a few times after play testing it on the site. I don't think that I want to put too much into making it competitive, as the main idea is to just have fun at FNM.

If I had to make changes, I would take out the Witherbloom Command s and the pure life-gain cards, probably for Woe Strider , Hunt for Specimens , and Pest Summoning . Vito, Thorn of the Dusk Rose is a pet card of mine, so I don't think that I could cut it without losing the heart of the deck.

I've played competitively (poorly) in the past, so I know that my deck is sub-optimal. I appreciate that you took the time to look at the deck and critique it. It's my first standard deck in about four years, as I mostly play commander now. There will probably be more edits to the deck in the future as I change preferences in how I would like it to play.

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