Porphyry Nodes


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Planar Chaos (PLC) Rare

Combos Browse all

Porphyry Nodes


At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures in play, sacrifice Porphyry Nodes.

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Porphyry Nodes Discussion

RedmundR2 on Don't Die

1 week ago

I have a few suggestions of cards I run in my version of pillow fort that might improve your decklist. I personally prefer running only 1-2 wincons, I find that Sigil of the Empty Throne is the most effective, because making a bunch of 4/4 fliers everytime you play any card you would want to play anyways is harder to stop as opposed to something like Azors elecutors which just needs some face damage. This would mean making your deck more enchantment based than the current iteration.

This would allow you to add:

Runed Halo Porphyry Nodes Sphere of Safety Nevermore Leyline of Sanctity Rest in Peace Endless Horizons Heliod, God of the Sun

ducttapedeckbox on Spead dem seas

1 month ago

I'm out of touch with Modern, so my suggestions will be purely based on the 60 cards in front of me.

Where are you looking to play this deck? Kitchen table, FNM?

If you're looking to mess with your opponent's lands, then Blood Moon is by far the best way to do so. It completely shuts down many decks game 1, and even games 2 and 3. However, even with Blood Moon and the Seas, most opponents will still be able to cast something and you don't really have any way to come back from that.

I realize that you're trying to stray very far from the norm, so I'm trying to avoid tailoring my suggestions to established decks.

Porphyry Nodes is weird because it's only good on an open board, and it's pretty slow at clearing it when there are a lot of creatures. If your opponent has a lot more to play, they just keep playing with it and swing. If they only have 1 or 2, they can take a turn off and it goes away. Kind of a similar comment with Root Maze, it slows your opponent down but will be a nuisance rather than a threat.

Running all of the Temples is interesting with Amulet of Vigor, but I don't see the benefit over just playing lands that come into play untapped.

What I'm slowly getting at is that I think this will be too slow for most tiers of Modern play. I understand your goal and encourage you to keep trying, but I think you'll need to speed up your plan in order to succeed.

I'll leave you with two decks that are in this same vein of messing with your opponent's lands, but do so faster:

  1. RG Land Destruction "Ponza" - Just as it sounds, Blood Moon, Stone Rain, etc. paired with value.
  2. Blue Moon - One of my pet decks, Blue Moon is (often) a UR control deck that runs Blood Moon, Spreading Seas, lots of control magic and some burn, and a few unique finishers to close a game out.

Lastly, for your sideboard, it often comes down to your local meta. If you're playing at the same place with the same people consistently, you'll learn what decks they bring and can tailor your SB to that. Happy to make suggestions if you give an summary of your meta.

Good luck and happy brewing!

Kelvin-escesare on Blood Brothers **Budget**

1 month ago

I'm confused by the logic of trading Hunted Phantasm for Rakdos Charm. Phantasm is by far the most powerful card in the deck, and the only reason to play it, because it deals 5/brother plus 4 each turn unblockably. Compared to Horror, who deals 2/brother + 1 each turn at most if they double block, Phantasm seems juuust a bit better. I certainly would love to add red, because Lightning Bolt is the best possible removal spell for an aggressive deck, but it feels like this deck is already losing too much life. Cutting white is another option, but then we lose Suture Priest and Ghostly Prison making us even slower and more fragile. Maybe adding red is the only option.

Trying to kill the tokens you're giving them one-by-one with Porphyry Nodes sounds extremely underpowered. Illness in the Ranks would be better. Though I think Ghostly Prison is best because it's actually already a good card.

RoseGhoul on Angels Revised

1 month ago

@lagotripha Thanks so much for the advice! I really appreciate the comment. Porphyry Nodes seems like a card I might look into, haven't seen it around before so I'll consider it. Usually I don't have too much of an issue with creature damage as long as I have Seraph of the Sword out, but who knows what hand/situation I'll be in. I've only played the deck against aggro so far in cardboard, and based on what I've seen Ghostly Prison would be great to stop/make it harder to play those Bolts. I've won against a few aggro but that was mostly thanks to their bad luck. Honor does seem like something I could easily replace, Lyra could be that buff asset for bulking up. I've been thinking about replacing Moonsilver Spear as well, as cool as it is with the theme of the deck it is a really mana-hungry card from playing.

Plahbie on Queen Marchesa: Politics, Aikido, and Control

1 month ago

For something similar to making your enemies attack each other, cards like Brutal Hordechief (you can activate his ability at any time), Bitter Feud (choose two of your opponents), Mystic Barrier (This card looks weird but can be GREAT), Choice of Damnations (just very fun late game), Porphyry Nodes (punishes aggro), and Sorcerous Spyglass (planeswalkers, commanders, etc.) are all very good.

Also in addition to cards like Gideon's Intervention there is Voidstone Gargoyle - it's good with eminence and some other effects, but Gideon's Intervention is more versatile because of the no-damage clause.

lagotripha on Angels Revised

1 month ago

I'd up the path count, and consider running Porphyry Nodes in addition to it. Putting a roadblock in place of that consistant creature damage is vital to surviving. Ghostly Prison is a strong option in that case, as surviving to land a 4-5 drop should be your goal against aggro, and a lot of finishers will already have trouble hitting through the leylines. You could replace honour with minimal fuss.

lagotripha on Blood Brothers **Budget**

2 months ago

I feel like token burn might work better by mainboarding 4 Rakdos Charm. It kills non-T1 hollow one, hates well on KCI/affinity, and with the token burn it hits aggro very hard at instant speed, without needing pieces on the board. Dealing 6 or 7 for 2 mana is on the table in a lot of games.

The battle is colour support for it. You're running blue for hunted, opts/visions and Rapid Hybridization. I don't feel this offers enough compared to a mardu list- card advantage is great, but when compared to just dedicating those slots to a Hunted Horror and some duresses/terminates/sweltering suns, it feels lackluster.

If you were jamming blue to search out Ensnaring Bridge with Trophy Mage, I could get it. If you were jamming Damnation and Supreme Verdict, sure. If you were abusing bounce spells and Genesis Chamber I could get it. But this list just doesn't need blue- all those slots could be a control package or metagame hate with little lost.

Something like Porphyry Nodes could offer a lot, but once again, budget list, and the budget options are nowhere near as potent.

RingweMakil on Nevermore Prison

3 months ago

Is there any thought to playing Enduring Ideal?

Personally I do like the suggestion of Starfield of Nyx over, perhaps, Elspeth, Knight-Errant. Having that additional layer of protection for your enchantments seems superior to having a comparatively low impact planeswalker. By that I mean Elspeth won't win games for you that you're behind in, and if you're ahead or even, any other win condition will do just fine (by contrast, a planeswalker like Liliana of the Veil or Teferi, Hero of Dominaria will often swing the board in your favour).

I'll admit I am also a little surprised at the lack of Wrath of God. But I suppose your creature prison elements are strong enough that having some spot removal and chump blockers is good enough? Not to mention, given time, Porphyry Nodes does work (I adore that card, and people forget it actually won Pro Tour Born of the Gods).

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