Soul of New Phyrexia


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

Printings View all

Set Rarity
Commander (2016 Edition) Mythic Rare
Magic 2015 Mythic Rare

Combos Browse all

Soul of New Phyrexia

Artifact Creature — Avatar


: Permanents you control gain indestructible until end of turn.

, Exile Soul of New Phyrexia from your graveyard: Permanents you control gain indestructible until end of turn.

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Soul of New Phyrexia Discussion

thewinterwower on Gahiji's Unstoppable Dragon Army (Help Needed!)

1 week ago

As far as dragons go, I think there are a lot better ones out there you could be using (although some cards may be a bit pricey).

Balefire Dragon is very good, and gets around hexproof creatures. Scourge of the Throne is also really strong. Eternal Dragon gives you some pretty dece ramp, and so does Savage Ventmaw. Steel Hellkite should definitely be an addition, you could use it to remove threats. Yosei, the Morning Star is also pretty good for stalling threats by tapping an opponents stuff. Mana-Charged Dragon is also decent and political, if everyone is complaining about a specific player, everyone else can join forces to help eliminate that player. It got nicknamed dick punch dragon in my playgroup, lol. Dragon Broodmother and Death by Dragons may help also if you want to lean towards more tokens too.

There are also some pretty good support cards for dragons like Dragonlord's Servant, Dragonrage,and Dragon Tempest. Since you're going for a tribal build you might wanna give Urza's Incubator a shot also. Aurelia, the Warleader is also fantastic, 2 combats with dragons would be nuts, and if you have a savage ventmaw out you get 12 extra mana. Gisela, Blade of Goldnight is also really strong too.

I'm not a fan of Shaman of Forgotten Ways, i tried running it and it just doesn't work all that great. If it works for you, you can run it though. I'm also not a fan of dictate of heliod or collective blessing since dragons are already pretty beefy, and they don't really buff them into something gigantic like Craterhoof Behemoth or Pathbreaker Ibex can make them. I also recommend considering Titanic Ultimatum. I also think you should run Dauntless Escort or Selfless Spirit instead of Soul of New Phyrexia, soul is way more expensive than the other 2 and dragons are already pretty high cmcs, so having some cheaper indestructible cards would be good.

Sorry for the long posts lol, this is probably a lot to take in.

HybridPK on Mono-Red Goblin Artificer

2 weeks ago

Saw the link on /tg/, figured I would provide some feedback. Admittedly, this kind of deck is out of my element (I don't play combo) so I wouldn't take whatever suggestions provided as absolutely necessary changes.

Individual Card Suggestions


Card draw/Tutor/Cheating things into play:


Haste enablers (since I'm big on haste):

Ramp/Cheaper Spells

Cards I Would Remove

Hopefully I provided some beneficial suggestions. Good luck with the deck!

JaceTheSwagSculptor on Korlash, Heir to the Castle in the Swamp

3 weeks ago

I run a voltron deck as well and here is what I have learned from this play style:

  1. Run a only the best utility creatures you have access to. Obviously this is subjective, but things that do nothing for Korlash like Butcher Ghoul (among other cards) should not be in the deck. An example of a good utility creature for Korlash would be something like Shadowborn Demon, Steel Hellkite, Soul of New Phyrexia.

  2. Run very few planeswalkers. Planeswalkers very quickly become liabilities for voltron strategies as you should be swinging every turn. Thus you should only be running pw's that are amazing for your strategy. I believe the best pw's you have access to are Ob Nixilis Reignited and Liliana Vess.

  3. Choose artifacts or equipments to suit up your commander. Black does not have access to great enchantments so this makes the choice easy. You want things to make Korlash indestructible, hexproof, and hit for more damage. Some things you will want in addition to what you have are pretty much every sword you can get your hands on (I.e. Sword of Fire and Ice, Sword of War and Peace, etc.), Batterskull, Darksteel Plate, and Lightning Greaves.

  4. Keep your curve low. This is especially crucial when it comes to kill spells and board wipes as you want to do more each turn than just answer your opponent's cards. Things like Tidy Conclusion should not be in the deck, instead you should be looking for cards that have multiple applications or are low cmc like Hero's Downfall, Ruinous Path, Slaughter Pact, or Snuff Out.

  5. Finally once you have the Korlash equipped and ready to start beating face, you need to make sure your opponents don't mess with your game plan. This entails running some lockdown cards. The choice of how mean you are with them is up to you, but they are pretty necessary nonetheless. An example of a mean lockdown would be Contamination + Reassembling Skeleton, while a not so mean one would be something with a Pox-like effect or Night of Souls' Betrayal.

  6. Run an alternate win-con. Occasionally throwing your commander at players will not be enough to get the job done and in these situations you want to have a back-up plan. My suggestion would be Exsanguinate/Profane Command combined with something like Cabal Coffers and Deserted Temple.

  7. Run as many decent tutors as your budget allows for. This one is kind of self explanatory. You have access to the best cards wizards has printed in this format, use them. Tutors you want to use are the low cmc ones like Demonic Tutor, Dark Petition, Cruel Tutor, Vampiric Tutor, and Diabolic Tutor.

gildan_bladeborn on Not Creature? THEN DIE!

3 weeks ago

Bloodspawn: in these colors, you have options like Duplicant, Ulamog, the Ceaseless Hunger, or one I run now, Hateflayer, all of which can get rid of indestructible creatures (the first two via exile, Hateflayer via reducing Avacyn to 0 toughness with -1/-1 counters) without necessarily needing to get into combat with them. Then there's the indirect ways to get rid of her (creatures that just have Infect/Wither getting in a scrap with her, Annihilator triggers or the like making her get sacrificed or exiled), or just playing around her abilities and likely lines of play with creatures like Vigor that make any flier or reach creature (like say... Ruric himself) able to block her all day long and get more swole in the process, you could run Soul of New Phyrexia or Spearbreaker Behemoth to protect against the likely many board wipes someone running Avacyn as a general is likely to have, etc. Some of those are cards I personally do not endorse actually playing, but the options are still there.

As for Primal Surge, that is a card I intentionally do not play, for very much the same reasons that I frown on things like Tooth and Nail - in a deck that is otherwise all permanents, it turns 10 mana into "welp, guess I win out of nowhere now unless someone is sitting on an answer", and from my perspective that is an extremely cheap way to win games of Commander; it's the narrative equivalent of the DM telling the party "Rocks fall, everyone dies" - the ebb and flow of the match was telling a story that the "I win" button just ruined, and I care far far more about the quality of the games I play then their actual outcomes (winning is always the goal but never actually the point, in other words). Also, Primal Surge is not a creature.

Neotrup on [EDH Multi] Going infinite and beyond!

3 weeks ago

Morph can be really fun for Animar, especially if you have Seedborn Muse to hold up mana for their morphs. She also helps you keep up mana for Soul of New Phyrexia. Or for casting things off of Winding Canyons, Alchemist's Refuge, Yeva, Nature's Herald, or Teferi, Mage of Zhalfir. What I'm getting at is Seedborn Muse is really good and worth including.

yant0028 on Mina and Denn, Wildborn)Landfall)Ramp)Value)

3 weeks ago

Nice list. At a quick glance, it seems a touch light on payoff spells/threats; do you find it works quite well in practice though? I see you definitely have the ramping power, but how often do you just ramp into more ramp or other low-impact spells while the tutors, card advantage/selection spells and high-impact bombs sit a little lower in the deck and you die before you see them?

Not sure what your meta is like, but I would also be careful with the "symmetrical" ramp effects. I assume you don't play them in the early game if you don't have a payoff spell/mana sink for all the ramp? Some decks will punish you pretty badly for ramping them.

I would definitely suggest finding room for Kessig Wolf Run, and also consider Ghost Town and Hanweir Battlements for the mana base as well. They're low opportunity cost utility lands that have some synergy with your deck.

I've never played the deck so I won't suggest much in the way of cuts to add a few more high-impact bombs, but maybe Greater Gargadon could be one? The temporary sac outlet provides what seems to be minimal benefit and is otherwise a 9/7 vanilla beater with no evasion (independent of your commander's ability). What about something like Genesis Hydra, Hornet Queen/Wolfbriar Elemental, Sandstone Oracle/Kozilek, the Great Distortion/Kozilek, Butcher of Truth, Soul of New Phyrexia, etc.? Even Malignus might be cool if you play multiplayer and just want a big beater knowing that your commander will often be able to provide Trample.

Anyway, good luck and have fun!

ComboCrazy on Goblin Onslaught!

3 weeks ago

Yeah Soul of New Phyrexia sounds like a great idea actually. It strengthens my artifact theme and gives boardwipes protection. I'll give it a shot. Thanks again for the help!

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