Soul of New Phyrexia

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Mythic Rare
Magic 2015 (M15) Mythic Rare

Combos Browse all

Soul of New Phyrexia

Artifact Creature — Avatar

Trample

: 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

October_Scream on The Commanders' Guide to Havoc and Pillaging

11 hours ago

Mana Geyser does seem like a better card when you're playing multiplayer, but I'm usually playing 1v1, so I don't get much when my friends don't use all their land, haha.

Also, if you're looking for boardwipe without killing your own things, Soul of New Phyrexia seems alright if you want to give your things indestructible. Scour from Existence is also Unstable Obelisk but without the extra mana to get it out and with an exile effect instead. I just don't think a 3 mana artifact that makes 1 mana isn't too much of a want in a deck because of how slow it is if you're not aiming for ramp all the time.

aeonstoremyliver on Are there any creatures that ...

3 days ago

Soul of New Phyrexia is the closest thing, I think. I run Asceticism and Surrak Dragonclaw as well.

multimedia on Tribal BloodMagic Vampires

1 week ago

Hey, my advice is to the try to decrease the avg cmc. Right now it's 4.0, this is too high because you want to have a some what established board state with Vamps before you cast Edgar from the Command Zone.

You're currently playing 9x six drops, this is too many because you already have your six drop play which is Edgar. Clogging up this spot on the mana curve takes away from being able to play Vamps before you want to cast Edgar.

Consider these five cards to cut to make 100 cards:

Continuing my advice, all I've suggested is to cut 4x six drops and 1x seven drop. This will decrease the avg cmc in return allow you to get more Vamps on the battlefield quicker.

You're using several cards in the sideboard that I consider premium cards with Edgar:

If you have these cards I would add all of them to the main deck in place of five drops. 13x five drops is too many I would cut this to five or six this includes both Vamps and other spells. Five drops I would cut are:

One thing I see that might happen and can be frustrating when playing an aggressive deck in Commander is running out of gas. To prevent this I would include more draw. Mentor of the Meek, Night's Whisper, Sign in Blood. Menor is great even though he isn't a Vamp with the Vamp tokens from Edgar's eminence. Paying one mana to draw a card when a token is created. Take advantage of black spells which let you draw two cards for only two mana they're very good.

You're playing artifact ramp which is great especially when paying a Commander who costs six mana. Consider two drop artifact ramp instead of three drop? I suggest this because the three drop spot has the majority of Vamps and you want to play one of these Vamps not ramp at this stage of a game. The two drop spot has Vamps, but they are less powerful or plentiful as the three drop Vamps. Because of this you can use this opportunity in a game to cast some ramp. I suggest three Signets: Rakdos Signet, Boros Signet and Orzhov Signet. In fact I would cut the majority of non-Vamp three drop cards with the exceptions being draw and a couple of removal spells.

My advice for the manabase is you're much better off playing basic Swamps in place of a lot of the come into play tapped lands such as Wind-Scarred Crag and Orzhov Basilica. Black mana is very important here so much that I would limit the amount of red and white cards you play and really only use those two colors to cast Edgar, a few Vamps and a few removal spells, but only as a splash. Another option that's less budget is to play lands that can make any color of mana: Exotic Orchard, Forbidden Orchard, City of Brass, Reflecting Pool.

Here's a few more cards to consider adding. Most of these I consider upgrades to what you're already using:

Vamps

Removal

Ramp

Support

Good luck with your deck.


theMarc on Souless Animar

2 weeks ago

Caller of the Claw and Soul of New Phyrexia can help against boardwipes, or you can just counter them with guys like Mystic Snake, Draining Whelk, or Glen Elendra Archmage. Genesis or Greenwarden of Murasa can help you recover from wraths.

Also, I recommend running fewer mana rocks, and more creatures that fetch lands. Farhaven Elf, Wood Elves, Sakura-Tribe Elder, and so on. Most green ramp is just as good as, if not better than, most mana rocks, and the ramp attached to creatures works better with your commander, anyway.

P.S. Sun Quan, Lord of Wu makes people die.

leviathan_cross on Mairsil, Unlimited Power!

4 weeks ago

Lord_Khaine well for self blink AEtherling does quite nicely, but if we're only trying to avoid removal, Cavern Harpy, Morphling, Erratic Portal, Soul of New Phyrexia, Torchling, Counterspell, Force of Will, Ertai, Wizard Adept, technically Jodah's Avenger, and my personal favorite Cephalid Inkshrouder all do the job quite nicely.

Jamminmagician on Brass in Pocket

1 month ago

Soul of New Phyrexia seems really good and goes with Nev disc as a recurrable combo forever.
On field, rattlesnakes against boardwipes. In graveyard, rattlesnakes against boardwipes. In the cage, rattlesnakes against boardwipes. Potential combo piece for a board lock if you have 5 mana.

Venomous08 on Let's Rage Cage Bro! - Mairsil Artifact Combo

1 month ago

If you want additional redundancy in your combos, you can run Soul of New Phyrexia for a second "indestructible" effect next to Darksteel Forge. This even gives you the option of caging it and Nevinyrral's Disk for a repeatable, one sided boardwipe. Not to mention that it can offer some protection out of the graveyard and can stabilize your board as a 6/6 if you can't piece the combo together

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