Necroplasm general questions....

Commander Deck Help forum

Posted on Nov. 7, 2016, 4:05 p.m. by abenz419

I've been messing around with the Breed Lethality commander deck that's about to come out just to see how things really work with the deck for the upcoming event we have with the precons and I've come across Necroplasm. Now maybe it's because I've just been goldfishing the deck and can't really evaluate it based on an actual board state and I'm sure having no previous experience with it doesn't help either, but I don't know how good this card really is.

I understand what the card does, essentially slowly wiping the board of everything low cmc, with the potential to do more in a +1/+1 counters matters proliferate theme. Which, is also repeatable because of the ability to dredge and get it back. What I'm not sure of is how useful this ability really is. For people who have experience playing this card, is this a useful effect? Is it worthwhile? How much do you have to play around it to protect your own board? Basically, what can you tell me about this card because I essentially know nothing other than what it says directly on the card.

Eiti3 says... #2

Using Necroplasm, I've already forsaken my own board. And in doing so, I try to gain as much benefit from it as possible.

Using Atraxa, Praetors' Voice for the proliferate each end step with Necroplasm could be really good. Let's say your opponent(s) is running high CMC creatures they cheated out or something, basically skipping a CMC to go higher will help immensely. Abusing that feature you could use extra turn cards like Time Warp.

However, I've always had cards like Fate Transfer to keep resetting Necroplasm to keep a continual and reactionary use out of him. So I guess what I'm trying to say is Necroplasm will have to be a big theme of the deck if you want to run him. Otherwise, make sure you're fine with losing your creature presence. If you aren't, then don't run him.

November 7, 2016 4:49 p.m.

legendofa says... #3

Not sure how helpful this comment will be, but I've used Necroplasm successfully in a Varolz, the Scar-Striped Tiny Leaders deck, where it's backed up by creatures that want to be in the graveyard and regenerating creatures. So the moral of this post is that if you plan around the ability, it can take good chunks out of boards, but you need to plan around it.

Also keep in mind that Necroplasm isn't immune to itself--with three counters, it will go away with everything else.

November 7, 2016 5:06 p.m.

jandrobard says... #4

You need to be able to control the number of +1/+1 counters consistently, otherwise it becomes really weak. Ticking it up is important but resetting it is important too. It helps if your creatures are better off in your GY too.

November 7, 2016 8:08 p.m.

abenz419 says... #5

thanks this is all actually pretty helpful. I have a feeling in the precon tourny it might not be as effective because controlling the counters might not be as easy, but you've definitely helped me some. For instance, I play against my friends Kalia deck often so he's always playing above the curve cheating out big ceatures. Once I start to tear the deck apart and really focus it in one direction this could be an option. Manipulating counters on it could keep the board clear of high CMC creatures and allow me to play around it by staying below that threshold. A key thing I learned seems to be that the manipulation of counters is more important than just a +1/+1 counters matters theme, ticking it up too high is inevitable and just makes it a big creature (which isn't necessarily a bad thing) so not being able to remove them means your opponents can play around it as (at least) one gets added to it every turn.

November 7, 2016 9:45 p.m.

legendofa says... #6

Running through cards that help control Necroplasm, you can get a good amount of customized destruction by enchanting it with Torture and having a supply of on hand.

November 7, 2016 9:56 p.m.

This discussion has been closed