Soulstinger

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Soulstinger

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.

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Soulstinger Discussion

King_Raikou on Demonic orb

1 week 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!

FlabbyAbs on Standard -1/-1 Counters

4 weeks 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.

mortilus on Hapatra, the Withered

1 month 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:

  1. Cover of Darkness
  2. Coat of Arms
  3. Sosuke, Son of Seshiro


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:

  1. Spidersilk Armor
But at the same time, and for the same reason, I would add Skullclamp.


Various other cuttables:

  1. Spread the Sickness - sorcery speed kill is pretty "meh".
  2. 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.
  3. 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.
  4. Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
  5. Essence Warden - the lifegain doesn't get you anything
  6. Fume Spitter - insufficient recursion to really get a benefit from him
  7. Wicker Warcrawler - why include a creature that just gets worse?
  8. Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
  9. Needle Specter - Also on the fence. I like it more than the spell though.
  10. 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:

  1. Cabal Coffers + Urborg, Tomb of Yawgmoth
  2. Kodama's Reach
  3. Cultivate
  4. Skyshroud Claim
  5. Explosive Vegetation
  6. etc

You could also likely benefit from more draw and recursion, such as Dark Prophecy/Phyrexian Arena, or Phyrexian Reclamation,

Harbynger on Golgari Pesticide

1 month ago

Thanks for the comment Echtelon!

I took a look at your deck, and you are actually doing a few things I removed from this deck lol. I ended up removing the things that drop a lot of counters on my own creatures because the only thing that cares about many counters on a single target is Nest of Scarabs, and I prefer going with ways to get a small number counters multiple times. For example, if I have out Festering Mummy and drop a Plague Belcher, I'll get the trigger from the belcher's counters, which I'll put on the Festering Mummy to then kill the mummy which creates another -1 counter PLUS then the dying zombie trigger on Plague Belcher.

I do like the idea you have to drop lots of counters on Soulstinger to kill him, and then bring him back with Supernatural Stamina... which is one of my favorite cards in this deck because it ALSO drops them back tapped to trigger Throne of the God-Pharaoh. I may have to try Soulstinger again.

backinajiffy on Standard -1/-1 Counters

2 months ago

Echtelon That's an excellent point. top decking him turn 7 or 8 feels really bad. I might actually take him out. and add Soulstinger

Otherwise this looks super solid. I like that we both had the idea to put in Costly Plunder and Supernatural Staminalol. Most people don't like either of those cards but they're amazing here.

Loving these new ideas, I think it will solidly improve the deck, thanks :)

backinajiffy on Standard -1/-1 Counters

2 months ago

Wow! this is increadibly similar to my token engine deck Abzan Token Engine

I really like the Soulstinger idea, think I might try that out and see how it goes. Do you think Festering Mummy isn't worth putting in here?

NCN946 on DID WE JUST BECOME BEST FRIENDS? Part I

2 months ago

I feel a little bad, but if you had white you could Slaughter with Grind / Dust also Soul-Scar Mage Blazing Volley and any burn spells are really good.

Try some of the guys like Soulstinger Baleful Ammit Ammit Eternal Tenacious Hunter The works good -1/-1 shenanigans

dzapf2008 on The ripper of souls

3 months ago

I like the Planeswalkers that you are starting with, especially Nissa, Steward of Elements. A good place to start would be to add some dual lands in each of the color combinations: black/blue, black/green, & blue/green. The next thing I would do if I was you would be to figure out what kind of deck you want to build vs. the cards you have now. Grim Flayer, Rancor, and Tasigur, the Golden Fang would be a good start for a Delve deck. Adding blue into that would allow for card draw or counter spells. There are a lot of Green creatures that can ramp your mana, like: Llanowar Elves, Elves of Deep Shadow, & Elvish Mystic.

As far as cards you should remove from the deck right now: Harvester of Souls, Reaper from the Abyss, Soulstinger, Vizier of the Menagerie, & Manalith. You need to reduce the number of total cards down to 60. If you take these cards out you will be down to 66 cards. I typically use between 18 to 24 lands depending on the deck I am creating.

Hope this helps!

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