Contagion Engine

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Contagion Engine

Artifact

When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature target player controls.

, : Proliferate, then proliferate again. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there. Then do it again.)

leon_bulminot on We're All Friends Here

2 months ago

Okay so couple cards to consider, specifically for planeswalkers.

First off, activating MULTIPLE planeswalker abilities of a single planeswalker in a single turn: The Chain Veil. And if you have Teferi, Temporal Archmage out with Chain Veil, and a few mana producing artifacts and a Proliferate effect from say Viral Drake or something, infinite counters on your walkers. I usually did it with Gilded Lotus, Thran Dynamo and a Sol Ring, with Chain Veil being the fourth untapped artifact. Proliferate with Viral Drake and you negate Temporal Archmage losing counters.

Next up is additional Counters. Vorinclex, Monstrous Raider and Doubling Season. Enough said right? Contagion Engine is a tad expensive to get online but, double proliferate. And if you had a Tekuthal, Inquiry Dominus on board, quadruple proliferate for 4 mana. So starting out, with everything on the field, Ugin, the Spirit Dragon enters the battlefield with 28 counters from just from Vorinclex and Doubling season. Add in the quadruple proliferate and it just gets dumb. Generally once Doubling Season hits, you can ult your planeswalkers THAT turn. Also, Nesting Grounds pairs well with Tekuthal to move indestructible counters onto other permanents.

Best five color mana searcher ever that is expensive but at one extra above Migration path, especially since planeswalker decks are more mid game, Shard Convergence is like a mega Expedition Map but in green.

A walker that’s good for searching anything, Liliana Vess.

If you want solid searching combo that also lets you untap artifacts as well as hunt for whatever you want is Tezzeret the Seeker and Mycosynth Lattice. And if you want to shut the game down for a win, so long as you have enough creatures to protect him, Karn, the Great Creator and Mycosynth shuts down ALL opponents mana flow. Wanna blow it up? Urborg, Tomb of Yawgmoth, Kormus Bell, and then some blanket -1 toughness effect.

There are so many ways you can go with walker decks. But those are some things I use and still use.

DocBHC on Atraxa, Praetors' Voice +1/+1 *PRIMER*

3 months ago

Vigor can be good to add, i'm going to try it.

Contagion Clasp & Contagion Engine Personally I feel that the engine is too slow as a four mana ability, but the double proliferate can be very nice. I prefere to keep Evolution Sage and Flux Channeler because they are pretty solid body to enable a lot of proliferate in the same turn.

NV_1980 on Atraxa, Praetors' Voice +1/+1 *PRIMER*

3 months ago

How about Vigor? Also, Contagion Clasp or Contagion Engine would seem nice.

nuperokaso on Help me Man the Lux Cannons!

3 months ago

Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:

  • The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
  • In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
  • Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
  • I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
  • Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
  • Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
  • Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
  • Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
  • Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.

I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).

Azoth2099 on 100 cards for Meren

5 months ago

Oh man, speaking of Sidisi, Undead Vizier & Razaketh, the Foulblooded - Diabolic Intent is another no-brainer here.

Blood Pet & Basal Thrull are also greats recs, y'all! Those Eldrazi Token generators reminded me to mention Sifter of Skulls as well.

Not sure how I forgot to mention this in my 1st post, but Proliferate bangs here. Consider Plaguemaw Beast, Unnatural Restoration, Yawgmoth, Thran Physician, Karn's Bastion, Contagion Clasp, Contagion Engine & Evolution Sage.

Also, a word of warning: there is no way to keep Meren of Clan Nel Toth ultra-casual. Her nature as a Reanimator steers her to higher power levels than casual pods aim for. You'll see what I mean as you continue to refine your decklist!

Made_Compleat on Poisson Distribution

5 months ago

Nice deck! Have you considered Contagion Engine?

AudderPop on Atraxa, Budget Egg-Cracker

10 months ago

Massacar Totally agree, Ozolith, the Shattered Spire is on the maybeboard along with Benevolent Hydra and Contagion Engine, all 3 of which will add a lot to the deck! Unfortunately all 3 of them are expensive by my standards, but fortunately the friend who is helping me build this deck is going to trade me for them once she visits this summer! So for now I'm keeping them out of the main deck since I don't actually own any of them, but with the plan that all 3 are ending up in the deck soon! <3

Venser, Corpse Puppet definitely adds a lot less, but has the advantage of being a 20 cent card :)

legendofa on Sheoldred Reanimate

10 months ago

Tempo is basically the pace of the game. Slower, more attrition-y decks want to extend the game and gain value over time, which is where I think this deck is trying to be. Compare that to a high speed, high damage deck that tries to do as much damage as possible as quickly as possible. What I mean by saying those cards keep your tempo up and your opponents down is that they represent threats, while also disrupting your opponents' strategy by forcing discards and damage.

The mana curve is a measure of how efficiently you use your available mana each turn. A low-curve deck will be more aggressive and try to win in the first few turns. A higher curve will try to extend the game to get to its best effects. The idea of playing "on curve" is basically that you play a land and use all available mana that turn. Turn 1, play a land and spend 1 mana, T2 land + spend 2 mana, T3 land + spend 3 mana, etc. It's important to balance the amount of mana you have with what you can do with it--if you're consistently leaving mana unused, or if you regularly don't have enough to cast your key spells, you need to rebalance.

EDH games tend to run longer, so there's more opportunity to get to higher mana values, and I see a lot of single-use 2-mana cards in this deck. Once your Elderfang Disciple or Virus Beetle or whatever does its thing, it's basically relegated to the role of chump blocker. My suggestions, especially the enchantments, aim to give this deck a way to use and reuse them, so you can get more value out of them. Self-destructive cards like Crypt Rats and Fleshbag Marauder also are worth using more than once.

As another thought, there's a lot of counter manipulation, but only Liliana of the Veil, Undying Evil, Undying Malice, Blightbelly Rat, Oriq Loremage, Bloodchief Ascension and Contagion Engine actually use or create counters, unless I'm overlooking something. There's as many or more ways to move or add counters as ways to actually get counters. I'm not sure what role Power Conduit plays in here.

At this point, I should probably mention that I'm not a high-end EDH builder; I have a lot of gimmicky decklists and just design around whatever catches my interest at the moment. Still, I hope my suggestions and advice keep your wheels going!

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