|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Scorpion
When Soulstinger enters the battlefield, put two -1/-1 counters on target creature you control.
When Soulstinger dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on Soulstinger.
Price & Acquistion Set Price Alerts
1 week ago
I run a Hapatra deck too but i dont have many suggestions because most of the cards i would name are already here. Suggestions: I know that Lethal Sting is a sorcery but its like a Murder that gives you a deathtouch snake so... I really like Torment of Venom in my deck because of the leech plus the snake plus the chance of killing a creature. Decimator Beetle is very good with cards like Exemplar of Strength. Soulstinger isn't bad because they wont really try hard to block/kill it.
2 weeks ago
Have you thought of having Crocodile of the Crossing or Tenacious Hunter in here? Theyre pretty big and fun to have. Also even having Soulstinger in here is quite useful. Journey to Eternity Flip would be quite useful as well
1 month ago
First of all, thank you for upvoting and commenting! I always love seeing long comments, lol. I avoid Rampant Growth only because I have a Sakura-Tribe Elder that is just strictly better. Tempt with Discovery is just good in my meta. It's pretty casual, and often we go for the Reliquary Tower. It has the benefit of getting out nonbasic lands and them coming into play untapped. If I get more than 2 lands, it has done more than intended. Harvest Season works more for ramp and deck thinning mid-late game. It also works amazingly well with Cryptolith Rite. I don't tend to run into many mana issues, but I'll look for a place for Cultivate in the deck. First priority to me is finding a place for Rishkar's Expertise. Uncage the Menagerie usually wants to grab Prowling Serpopard, Obelisk Spider , and Necroskitter (usually played in that order). I don't see too many artifact heavy decks, but Manglehorn is a card I will still get for other decks. Thank you for the suggestion!With the exception of Wickerbough Elder , I am trying to not have creatures that revolve around -1/-1 counters placed on themselves. With that being said, I have still wanted to test a deck with that as a main focus, so I will include more cards like Banewhip Punisher , Soulstinger , Channeler Initiate , etc.
1 month ago
2 months ago
Ok, so lets talk about main game plan before we start nitpicking particular cards.
I've never tried to build Mikaeus myself, but from what I know about combo decks there are three categories of pieces that make the deck work: 1) Creatures that can re-undie with Mike's ability; 2) Sac outlets to feed them to; and 3) Death triggers that can create a win condition.
From the looks of this deck, what you tried to do was to load up on as many of each these as you could to get the best chance of drawing into the ones you need. Here's what you have of each category:
Walking Ballista, Triskelion, Crystalline Crawler, Chainbreaker, Spincrusher, Banewhip Punisher, Wingrattle Scarecrow, Tatterkite, Plague Belcher, Skinrender, Lingering Tormentor, Pith Driller, Soulstinger, Cinderhaze Wretch, and Carnifex Demon. 15 Total
So, all in all, 29 of your deckslots are focused on nothing except your main win condition. That's a lot of bloat for a deck that needs to ramp at least to 6, and should be packing disruption aimed at its opponents on top of that. Considering you're in the color with the best unconditional tutoring, I think you can get away with cutting a lot of those redundant combo pieces, and right now the first category is what you have the most of. I'd say anything that doesn't reduce the need for additional pieces or generate infinite mana is worth cutting.
I'd cut all of the following:
- Wingrattle Scarecrow
- Plague Belcher
- Lingering Tormentor
- Pith Driller
- Cinderhaze Wretch
- Carnifex Demon
- Spawning Pit
For more tutors, draw, and ramp. (That would also lower your curve to where Ad Nauseam is viable.) Leave Banewhip Punisher, Chainbreaker, and Spincrusher since they're the cheapest, and Banewhip Punisher is semi-decent removal.
I also recommend Skullclamp in terms of draw, as it goes very well with the reccruing creatures and sac outlets. You could also consider a bit of a reanimator strategy to get your combo pieces, since black can tutor to the graveyard.
on Demonic orb
3 months ago
Ahh, ok that makes a little bit more sense. As for suggestions, you could up the Ghost Quarter to a 4 of and then put in Ob Nixilis, Unshackled for the nifty combo of making them lose 10 life and sac a creature. Also with Torpor Orb, Soulstinger becomes a great vanilla body, but its ETB is still good enough to play without Torpor Orb. Treacherous Pit-Dweller is fantastic with Torpor Orb a 4/3 then a 5/4 all for ? Hell yeah, I'll do that! Abhorrent Overlord may be a fantastic late-game play if you have enough devotion. Hope that helps!
3 months ago
Cool take on -1/-1 counters! I was searching for ideas after struggling to find something to help close games out with this type. Soulstinger - is this for fun or something worth trying? I'm wondering what I need on the 4CC curve.
I cringed when I thought about Lethal Sting. How is it? Sorcery is not my fav. :)
I wasn't really looking at the black God. Crazy nice addition imo.
Ifnir Deadlands are a must for this deck. Best land I can think of for this archetype.
4 months ago
I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:
A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:Skullclamp.
Various other cuttables:
- Spread the Sickness - sorcery speed kill is pretty "meh".
- Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
- Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
- Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
- Essence Warden - the lifegain doesn't get you anything
- Fume Spitter - insufficient recursion to really get a benefit from him
- Wicker Warcrawler - why include a creature that just gets worse?
- Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
- Needle Specter - Also on the fence. I like it more than the spell though.
- Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.
You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:
- Cabal Coffers + Urborg, Tomb of Yawgmoth
- Kodama's Reach
- Skyshroud Claim
- Explosive Vegetation