Phyrexian Ingester

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Uncommon
Commander 2014 (C14) Rare
New Phyrexia (NPH) Rare

Combos Browse all

Phyrexian Ingester

Creature — Beast

Imprint — When Phyrexian Ingester enters the battlefield, you may exile target nontoken creature.

Phyrexian Ingester gets +X/+Y, where X is the exiled creature card's power and Y is its toughness.

Price & Acquistion Set Price Alerts

EMA

C14

NPH

Ebay

Phyrexian Ingester Discussion

elgosu1337 on Aminatou blink!!!

6 days ago

Your deck looks pretty good already! You could try Minion Reflector to copy creatures after blinking them. Noxious Gearhulk and Phyrexian Ingester are also good for removal. Massacre Wurm should be great to wipe out smaller creatures, or even bigger creatures if you can blink it multiple times. Sunblast Angel could work well as a boardwipe and discourages attacking and tapping.

I think Infinite Reflection is a bit risky because any removal on the enchanted creature removes both cards.

Your deck is missing a Sol Ring. Azorius Signet, Dimir Signet, and Orzhov Signet are also very helpful for ramp.

Mortiferus_Rosa on Aminatou

1 month ago

Im going to make these suggestions under the assumption that price is not an issue.

Card Suggestions

Gidgetimer on If a card is removed ...

1 month ago

Please link all of the cards in your question using double brackets.

Bishop of Binding

Longtusk Cub

It depends entirely on how the ability is worded. Bishop of Binding and Phyrexian Ingester both reference "the exiled card's power". This type of ability uses the values on the creature card as it exists in exile. This would be as a 2/2. Death's Presence and Fling reference the "creature's" power (notice the lack of the word card), these effects would use a value of 6 in your example.

DiggleMcGee on Animatou's Miraculous Blinking Beasts

2 months ago

What do you think of cards like Evil Twin or Prosperous Pirates. Both of them offer some nice blink options. The turn you play the pirates they generate four treasure tokens if you blink them almost paying for themselves as well as providing more mana over time if you go for it. You can get a ton of health from Angelic Chorus with some nice combos like an eerie interlude providing a huge sum of hp after dodging a wipe or panharmonicon doubling the triggers for nice amounts of life. A really nice removal creature is Phyrexian Ingester hitting your opponents with exiles. Personally I love running Sepulchral Primordial to grab a bunch of my enemies creatures.

Underoath709 on Drowning in Darkness

3 months ago

Hey man, I've been running a deck like this myself, and a couple of points I've been learning while building:

1.) Don't be afraid to use Scarab God's second ability. Ik you're looking to exile as few creatures as possible, but it's way better to use it and cast something like Overseer of the Damned, Sheoldred, Whispering One, Phyrexian Ingester, or Sidisi, Undead Vizier (all of which are great in a UB grave deck). If you can, use other recursion spells first before using this ability, but overall don't be afraid to use it.

2.) Milling is key. Last game I played I dropped a Mesmeric Orb turn 2 and was turning everyone's grave into my own personal toolbox, stealing stuff like Eternal Witness to grab recursion spells back to my hand for even more use.

3.) Graveyard tutoring is important. Cards like Buried Alive and Entomb can drop important cards into the grave to be used by Scarab God, Victimize, Dread Return, Living Death, Unburial Rites, and Ever After, all of which have been powerhouses combined with Buried and Entomb.

4.) Add a couple more board wipes and exile effects to deal with problem creatures on the board. Damnation is a great start, but add a couple more just in case. My personal favorite so far has been Living Death which for SG decks is a total game ender most of the time. Life's Finale acts as a way to tutor up our opponents' creatures while clearing the board, and if you really want to piss off your entire group throw a Cyclonic Rift in there to completely finish everyone off.

5.) I'd recommend upgrading the landbase, which can actually be done in EDH for pretty cheap. Slow fetches, Terramorphic Expanse as a second Wilds, Battlelands ( Sunken Hollow in UB), Tainted Isle, River of Tears are all great duals that work well in EDH. Don't be afraid to play a tapped dual every so often since EDH doesn't really rely on speed most of the time (unless your meta is more aggro than anything). It might be a good idea to check out something like Mutavault too to add to your zombie count.

6.) Counterspells kill a bit of fun in EDH but they can save your ass sometimes. Countersquall, Psychic Strike, and Counterspell are all worth running and pretty cheap overall.

I've got a semi-budget build going on here: ( Toolbox of the Dead ) if you want to check it out. I'm not a great EDH player by any means, but I've definitely been seeing better results with some of the changes I've made by shifting more from zombie tribal -> ETB centric.

So yeah, hopefully some of this helps out.

rasck on Talrand, The Master Polymorphist

4 months ago

sarmmeth Sure. If you replace the fatties from the sea with the Navigator, Drake & Titan. You will use Deadeye Navigator + Peregrine Drake to create infinite mana and Deadeye Navigator + Frost Titan to tap everything. Everything will also be tapped till after your next round. In your next round you will be able to deal some damage and then in your post combat phase do the infinite mana and tap thing again. Repeat until you win. Your opponents should not be able to respond because their permanents (also lands) are tapped by Frost Titan.

One thing i can think of that can stop you (beside chaos decks) - is if somebody have hexproof/shroud effects. You could deal with that by also add either Scourge of Fleets or Ixidron to your fatties list.

But the fatties from the sea list will, in the games i have played, also bring victory :)

polarlunar on W/U Azorius Blink

4 months ago

Atrabilogie from here on out, the route you want to go with the deck (tempo, control, aggro, midrange) would determine what creatures & spells you'd want to run. There is also the question of how closely to the original theme of the deck (blinking/flickering) you want to stay, versus how competitive you'd like it to be- if you're looking to do well in tournaments, then cards like Ephara, God of the Polis, Phyrexian Ingester, even Venser, the Sojourner would likely need to be cut, though I consider Venser the heart/symbol of the deck. Again, it depends on what route you want to take, but that's totally up to you and your play style. This is also where my knowledge is not as strong, but I can definitely list some options and alternatives.

First, what I'd probably keep for sure: Wall of Omens, Blade Splicer, Restoration Angel, as well as Path to Exile for removal.

Eldrazi Displacer is a great creature to run for the blink/flicker theme, and has the added benefit of not just being able to target your creatures, but your opponent's creatures as well, potentially keeping a big threat at bay and preventing them from attacking. However, it's worth noting that the activated ability requires specifically colorless mana, so you would need to run something like Adarkar Wastes and/or Mystic Gate to ensure that.

Snapcaster Mage provides a ton of value and versatility, letting you recur spells from your graveyard (provided you do run a decent amount of instants & sorceries, such as the ones listed below).

Vendilion Clique is very good for control, allowing you to look at an opponent's hand and forcing them to tuck the biggest threat from their hand into their library.

Meddling Mage can shut down combo decks, and Reflector Mage is great for tempo strategies. Both of these creatures are run in one of the current top decks in Modern, 5-Color Humans.

I'm not too familiar with the planeswalkers, but Jace, the Mind Sculptor is a staple for any control deck.

As far as instants & sorceries, aside from Path to Exile, Cryptic Command is a very powerful spell in its versatility, with all of its modes being extremely relevant at any point in the game. Remand is also a great counterspell that provides tempo advantage, delaying your opponent's early game plan, while continuing to build your board while replacing itself. Serum Visions is likely the best 1-drop draw/scry spell in the Modern format, enabling you to keep your game plan on track. Opt is a close second for the same benefits. I also like Vapor Snag for aggro/tempo strategies.

Lastly, Aether Vial is an extremely powerful artifact that allows you to cast your creatures at flash speed, that cannot be countered, while also saving you mana. This card is probably one of the more ideal cards to still preserve the idea of blinking/flickering.

If you were inclined to go a third color, one of the most popular control archetypes is Jeskai Control, running red for extra value cards like Lightning Bolt, Lightning Helix, and Electrolyze. Snapcaster Mage becomes a must in this deck that runs a ton of instants and sorceries.

That's all I can think of now, but if I think of anything else, I'll let you know! Hopefully that provides some options for you to consider. Definitely plenty of routes you can take!

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