Wight of Precinct Six

Legality

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

Printings View all

Set Rarity
Commander 2016 Uncommon
Duel Decks: Jace vs Vraska Uncommon
Commander 2013 Uncommon
Gatecrash Uncommon

Combos Browse all

Wight of Precinct Six

Creature — Zombie

Wight of Precinct Six gets +1/+1 for each creature in your opponents' graveyards.

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Wight of Precinct Six Discussion

TheSurgeon on OM! NOM! NOM!

17 hours ago

Tis is the first build I can see Consuming Aberration doing well. Nice build, +1.

Suggestions:
Mind Funeral is a good card, but more of a heavy mid-game play. I'd cut these down to 2 and up your Glimpse the Unthinkable to 4.

While Startled Awake is fun and effective, but for the cost.. I feel that your early game should rely more on turbo mill, and save your damage mechanic for late game, therefore, I would suggest 2x more Breaking in place of these. To get the graveyard to a scary heap for your Aberrations and Wights

Take Doom Blade to 3, or sideboard altogether. You have plenty of board baddies that get big quick blocking for you. Removal seems a bit redundant in the MB. You want the deck as fast as possible G1, since mill is slow in nature. Then patch the defense holes G2&3.

Consuming Aberration to 2.. 3 max. These are your game enders, and more of an alternate wincon. You have plenty of mill fuel to destroy your opponents library, 5/5 flyers, 4x Wight of Precinct Six's. You may be flooding your engine with 4 Aberrations.

and add 3-4 draw cards, in any combination of the following suggestions:
Visions of Beyond- the mill power you're packing makes this almost invaluable.
Remand- Built in disruption that replaces itself. the deck feels a little weak (defensively speaking) against direct spells, having these let's you bounce Emerakul for a turn.
Thought Scour- costs 1, draws 1 but works with your archetype.

HMU if you need more help or suggestions!

whitegazebo on Looking for input on new ...

2 weeks ago

I am new to mtg but I came up with this deck on the weekend. Would love feedback. It's just for casual play, I know Sol Ring is on the restricted list:

4 Consuming Aberration

4 Control Magic

4 Dismal Backwater

4 Drowned Catacomb

4 Essence Scatter

11 Island

4 Languish

4 Mind Funeral

1 Mirko Vosk, Mind Drinker

1 Ob Nixilis, Unshackled

4 Sol Ring

7 Swamp

4 Traumatize

4 Wight of Precinct Six

Drakon562 on

2 weeks ago

I would cut the Angel's Feather, Demon's Horn, Wurm's Tooth, and maybe the Wight of Precinct Six. Black has lots of ways to regain life lost, so the feather, horn, and tooth are just taking slots up.

One question: do your opponents play sacrificial decks? That would make Wight more useful, as it only counts opponents.

Recover819 on Blue/Black Mill

1 month ago

I am not sure if there is enough self mill for you to benefit. I would replace your self mill creatures with tougher ones like:

Mirko Vosk, Mind Drinker

Consuming Aberration

Undead Alchemist

Wight of Precinct Six

Jace's Phantasm

Nightveil Specter

Siren of the Silent Song

My biggest issue will mill is if they end up with anti mill cards that refuel their library. My buddies will play those decks on purpose. So you need cards that remove those threats.

Sadistic Sacrament

Despise

Duress

Crypt Incursion to keep you in the game

shaftdiggity on Golgari Commander

1 month ago

One idea may be to go zombie focused, which could really pay off with Wight of Precinct Six, Diregraf Colossus, and Soulless One... the higher the power, the fewer times you need to sac to win.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

1 month ago

CHANGELOG 29.05.17

Major overhaul to account for finalized archetypes.

CUTS:

GOLD:

WHITE:

BLUE:

BLACK:

RED:

GREEN:

None

ADDITIONS:

COLORLESS:

GOLD:

BLACK:

RED:

Note: With Welder and Daretti in the picture, I think its worth reconsidering whether we want Spine of Ish Sah. Its just pure value at that point (still slow to reduce opponents board presence, but you get your artifacts directly to the battlefield)

BLUE:

White:

A few thoughts:

If we want to include Eldrazi Displacer, then I think we have to keep the painlands, and should probably include some other colorless utility lands as well. I would be okay to lose some of the tap for any color lands as well as the artefact lands for this purpose. Its also possible that the Displacer is also just too good, in which case we can add the trilands over the painlands to give Simic Domain a bit more oomph.

Speaking of: Im not familiar with the enablers for Domain, so Im gonna be relying on you a bit to help flesh out the archetype. I look forward to your suggestions!

Anyways, let me know what you think about cuts/additions and I will make the changes. After that, we should probably just switch to cubetutor to get a better idea of where we are with each archetype.

/N

Grifoneis on Guilty pleasure

2 months ago

A few things on lands, for starters you can always use slower/cheaper tapped lands if your group isn't really tuned and you don't mind the slower playstyle, especially if budget is a concern. That being said you can grab all the cheap grixis/boros/dimir/izzet lands and signets/mana rocks and make a pretty solid land base. You should grab a Command Tower, and Opal Palace.

If you're keeping to Mirko you can add in Consuming Aberration and a Wight of Precinct Six for a few big creature late game after boardwipes and discard and Mirko milling people some.

Speaking of Mirko Vosk you should add in Swiftfoot Boots and Whispersilk Cloak so he can more reliably swing in and not be blocked. A card that is really perfect for him is Trepanation Blade which pumps him up for commander damage wins it also mills out even more cards.

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