Putrid Imp

Legality

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

Printings View all

Set Rarity
Vintage Masters (VMA) Common
Premium Deck Series: Graveborn (GRV) Common
Torment (TOR) Common

Combos Browse all

Putrid Imp

Creature — Zombie Imp

Discard a card: Putrid Imp gains flying until end of turn.

Threshold — As long as seven or more cards are in your graveyard, Putrid Imp gets +1/+1 and can't block.

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Putrid Imp Discussion

multimedia on Casual Golgari Commander

3 weeks ago

Hey, looks good, nice job adapting the Guild Kit into a Commander deck :)

There's a few cards here that can be upgraded with better budget cards:

  1. Regrowth > Recollect
  2. Farhaven Elf > District Guide: Farhaven puts a Basic Forest or Swamp directly into play not into your hand.
  3. Putrid Imp > Erstwhile Trooper
  4. Dread Return > Vigor Mortis: reanimation spell you can potentially use twice.
  5. Carrion Feeder > Golgari Rotwurm
  6. Viscera Seer > Drooling Groodion

Other budget cards to consider adding:

Cards to consider cutting:

  • Creeping Chill
  • Tranquility
  • Undercity Uprising
  • Status / Statue
  • Rolling Spoil
  • Vigorspore Wurm
  • Swarm Guildmage
  • Sisters of Stone Death
  • Rot Shambler
  • Rhizome Lurcher
  • Lhurgoyf
  • Slum Reaper
  • 1x Forest
  • 1x Swamp

Good luck with your deck.


multimedia on Izoni Self-Mill

1 month ago

Hey, consider speeding up self-mill by adding more two drops? A plan should be to be able to consistently self-mill a dredge card turn two/three this sets up the game very well for you. There's a lot of powerful green two drop spells that self-mill, in my opinion even though these spells are not creatures they're too important to set-up dredge in the early game while also potentially getting you a card. These cards also help in the early game to set-up Loam by putting it or lands into your graveyard. Since you're not playing any Fetch lands you want other ways to get lands into your graveyard in the early game.

Cards to consider adding:

The nice thing about Salvage/Commune/Grapple is they can potentially get you a land. When you're self-mill/dredging while also trying to get to six lands to play Izoni this is helpful to make your land drops. Hermit is less good when playing lots of Basic lands, but it is still one of the fastest ways to self-mill the most cards in green. His ability is repeatable each turn, that's great for self-mill and it's good that he can also find a land.

Dredge is important with a self-mill plan, but dredge cards are problematic because they go back to your hand after dredging. You don't want dredge cards in your hand therefore adding some cards that can allow you to discard cards from your hand are helpful. Sometimes you even want to be able to discard Loam because you don't have lands in your graveyard to target, but mostly for the dredge creatures (Grave-Troll, Stinkweed, Thug, Shambling) to get them back into your graveyard. Consider these discard outlets:

Fauna is great with dredge creatures because they can be constant fuel to discard because they can keep coming back to your hand after dredging to then be discarded to tutor for another creature. Getting dredge creatures into your graveyard while also tutoring for another creature is pretty busted. Existence is nice to be able to discard a creature card and then recur a creature, good with value creatures who have ETB/die abilities such as Wayfinder, Sage, Tribe Elder, Visionary, Plaguecrafter, etc.

Being able to sac Izoni is good because she can't sac herself. Spending her back to the Command Zone or into the graveyard is good for you to be able to play her again to make more Insects. No mana cost sac outlets are also helpful with the Cutthroat/Archer plan of making your opponent's lose life and are busted with Skullclamp. Consider these other creature sac outlets:

Creature ramp is wanted with Izoni. Creatures because they can help to ramp or be fuel for Izoni when self-milled/discarded. Deathrite is great, but can sometimes be less consistent as ramp, you want more reliable ramp. Consider these other ramp creatures:

To speed up dredge you want other ways to draw, other than the card you draw at your draw step. Low mana cost creatures who draw are helpful:

Other cards to consider:

If you self-mill/dredge Dread then you can potentially reanimate something for free the turn you play Izoni by sacing Izoni and two other Insects or just three Insects. Dread is powerful with Insects. Intent is one of the best budget tutors in Commander especially when sacing a creature is very beneficial. Sidisi is a creature who's also a tutor and self-sac. Sage is pretty much a green staple for Commander. Plaguecrafter is an updated Fleshbag/Executioner, an effect that makes all opponents sac a creature/Planeswalker can be very helpful in some situations. Shambling is another dredge creature, even though it's the least good of these creatures, it's more dredge.

I realize I have suggested a lot of cards to add; if you would like help with what cards to cut I offer more advice.

Good luck with your deck.


hkhssweiss on Bad Frog

1 month ago

As to what KayneMarco and McToters were saying, Overlaid Terrain is more of a budget version of Squandered Resources, and with all the land reanimation effects you are running you can get an excessive amount of mana i.e. Splendid Reclamation, World Shaper, etc. Even more so if you combine it with Amulet of Vigor those lands will come in untapped and tap for two each.

Some other cards to contemplate about:

Hope that helps!

jaymc1130 on Dessert Hulk

1 month ago

Blood Artist means you wouldn't need Reveillark for the infinite ping combo. Potentially cutting a 5 mana card? I dunno. Some part of that equation seems off to me. If that were the cut then you couldn't loop the infinite mana combo via sac loops. Or use Riftsweeper sac loops to potentially retrieve cards that were Extracted from your deck by opponents to preempt your ability to combo off.

As far as manual breakfast layers there isn't any need for it. In standard BH once you have out Abolisher and the combo you just dump the whole deck without opponents being able to interact and win via recurring a Lab Man + draw card or Angel + loops or Muldrotha + loops. Opponents can't interact and you don't need anything to win aside from dumping the deck and recurring the win condition. So manual layers legitimately only adds playing time, which is a downside.

As far as GSZ that's one I'm testing. It works as a mana dork in your opening hand by grabbing Dryad Arbor but can be used later to grab Riftsweeper in the event you need to bring back a critical exiled piece (which shouldn't happen often in this version since there are 2 lines that require multiple pieces to be exiled to shut down either line entirely). I'm on the fence a bit about the inclusion of GSZ, but firmly believe its better than running a Llanowar Elves in that slot.

I rather would like, I think, to find room for both Merchant Scroll and possibly Spellseeker as ways to more consistently tutor for the win, but they weren't included in this list at this point because including them does not help the deck win on turn 1 or 2.

As for winning after ANAG... I cut the pieces... Dammit. Good catch. I'd initially had a discard outlet in there (Putrid Imp) with Reanimate that allowed you to just discard Angel of Glory's Rise combo and needed only 2 Black available to do it which should be available with fast mana off ANAG. Thanks for spotting that mate, 'preciate it. Didn't even notice that would be an issue when I cut most of the reanimator package.

Brolamog_the_Infinite_Higher on Mulch -- $13 Golgari Graveyard

1 month ago

So, I think the main issue that I and other commenters seem to be getting at, but not saying is that deck as is seems fairly inefficient. I’ve read why you don’t want Wild Mongrel or Putrid Imp in the deck and that’s fine reasoning, but at the same time Midrange thrives on being mana efficient and right now the deck is relying on 3-4 Mana beaters which relies on you casting multiple 2 mana spells to be active consistently. This simply isn’t where we want to be as far as Midrange in Pauper is concerned, as the format has both cheaper threats and cheaper removal that makes this deck susceptable to losing mana and card advantage. Because I assume we want to keep the Delirium sub-theme, I’m not going to say “Play G/B Morbid or G/B Tortured Existance instead” but I will say that this deck could probably cut some inefficient cards like the Rhizome Lurcher and Shambling Shell as well as Drown in Filth and Grapple with the Past to instead round out the 3 ofs in your deck to playsets as that will increase consistency. That will leave some blank slots however, too which I would add Thorn of the Black Rose and Grisly Salvage as card advantage engines as well as Executioner's Capsule as an efficient kill spell that turns on Delirium easier. Hope this helps!

multimedia on ::Izoni::

2 months ago

Hey, saw your forum post asking for budget card help.

With Izoni I suggest expanding on the strategies of creature sacrifice (enabler/win condition), self-mill (enabler) and reanimation (back-up plan). You have ramp already with one drop Elves, Tribe-Elder and the enchant lands, but you can even expand on ramp. Ramping into Izoni doesn't do much if you don't first have a lot of creatures in your graveyard. Out of all these strategies I think the primary one is creature sacrifice. With sacrifice you can get more value out of your creatures before they go to your graveyard. Izoni herself is a sac outlet which is good with the sacrifice/aristocrat theme, but I suggest expanding on this theme with other creatures who can be free (no mana cost) repeatable sac outlets. Free repeatable sac is nice to be able to more easily get value from creatures the turn you play them/create them as well as get them into the graveyard faster for no cost.

Secondary is self-mill as it's the faster way to get creatures (a lot of them) into your graveyard, but you get much less value from your cards when all you're doing is milling them into your graveyard. Reanimation can be a back-up plan if Izoni fails or be used with Izoni's Insects and reanimation is good when self-milling.

A goal to strive for is to be able to use the Insects the turn you play Izoni, by sacing each Insect for value or to make all your opponent's lose life. Since you can't attack with the Insects the turn they're created you want to be able to utilize them in other ways (sacing them). I would make creature cards the priority because Izoni doesn't do much without having a lot creatures in the deck. There are some exceptions, powerful budget noncreature cards like Skullclamp, Sol Ring, Dread Return, etc.

A Dread Return in your graveyard when you play Izoni can do a lot since you can flash it back by sacing three Insects. This can be powerful, reanimating a creature like Avenger of Zendikar, Protean Hulk or Krav, the Unredeemed, etc. or reanimating an aristocrat/sac outlet (Viscera Seer) to set-up the current turn or your next turn. Krav for instance his ability which you can use the same turn you play him, for one you can sac all Insects/Izoni draw lots of cards, gain lots of life and put a lot of counters on Krav. Being able to easily sac Izoni is helpful and good with ramp because this lets you then play her again from the Command Zone and create more Insects.


Cards to consider adding:

Sacrifice

Self-mill/discard

Reanimation

Ramp

Other

Budget Lands


Cards to consider cutting:

  • Demonlord Belzenlok
  • Gray Merchant of Asphodel
  • Hydra Omnivore
  • Loyal Guardian
  • Thrashing Brontodon
  • Torgaar, Famine Incarnate
  • Wild Beastmaster
  • Farseek
  • Bear Umbra
  • Dawn's Reflection
  • Growing Rites of Itlimoc
  • Myth Unbound
  • Lignify
  • Song of Freyalise
  • The Mending of Dominaria
  • Kamahl's Druidic Vow
  • Dark Petition
  • Necrotic Wound
  • Sign in Blood
  • Illusionist's Bracers
  • Panharmonicon
  • Swiftfoot Boots

Good luck with your deck.


Apollo_Paladin on Tibalt Madness

2 months ago

Simian Spirit Guide is a really good call, but it doesn't have much synergy early-game with Black or any cards other than Tibalt, the Fiend-Blooded. (Unless you really feel like dropping a Turn 1 Lightning Bolt, I guess)

I use a Putrid Imp in my Legacy speed dredge deck as well as Heir of Falkenrath  Flip and Stromkirk Condemned - a couple other manaless Discard options albeit with once-per-turn constraints (though they are Vampires to go with my other suggestions and are Modern-Legal).

Apollo_Paladin on Tibalt Madness

2 months ago

Some other suggestions:

MAIN DECK:

IF YOU RUN IT IN LEGACY INSTEAD OF MODERN:

  • Putrid Imp (I'm in love with this card, even in decks other than Madness; unlimited manaless discard ability is seriously OP; with this in play you can just pay Madness costs on every spell - adding him would significantly change the value of quite a few cards should you concentrate on only paying Madness costs for no additional cost to discard.)

SIDEBOARD:

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