Deathspore Thallid

Deathspore Thallid

Creature — Zombie Fungus

At the beginning of your upkeep, put a spore counter on Deathspore Thallid.

Remove three spore counters from Deathspore Thallid: Create a 1/1 green Saproling creature token.

Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.

Latest Decks as Commander

Deathspore Thallid Discussion

SueMe on Representation: List of Tribal Support in Pauper

4 months ago

Also for saprolings:

Deathspore Thallid, Savage Thallid, Thallid Devourer, Thallid Germinator and Vitaspore Thallid (as well as a bunch of cards that make saprolings themselves).

SueMe on Representation: List of Tribal Support in Pauper

4 months ago

Also for saprolings:

Deathspore Thallid, Savage Thallid, Thallid Devourer, Thallid Germinator and Vitaspore Thallid (as well as a bunch of cards that make saprolings themselves).

HalbrechtHalbrecht on Ellie's Saprolings

1 year ago

ellie-is — Valid points on all counts! I'm not surprised by your comments on Sprout, Druid's Deliverance, and Flash Foliage.* I knew even while commenting them that you'd probably already considered them and deemed them unworthy. So I'm glad I was able to surprise you with one helpful card, at least! I agree that it's the only good spore counter card (well, except for Deathspore Thallid if you were in black).

I'll be interested to see what you think of Pallid Mycoderm once you've playtested it. I agree that sac'ing a board is always risky, but what game-winning play doesn't inherently involve taking a risk? Whenever you extend yourself to go for the win, you're always open to some sort of blowout, be it in the form of a counterspell, flashed in answer, etc. I do think, though, that a resolved Mycoderm on a board with enough tokens to outnumber their blockers will often win the game.

The key will be playing smart based on what they might have as an answer. Do they have an untapped Vial? Count that as one blocker. Do they have enough mana open for a Path/Bolt/Push? Make sure enough tokens will get through that even if they remove one, they'll still die. It adds a layer of complexity, intrigue, and mind games to those final turns. I don't know if that's your playstyle, but that sounds fun to me! For sure no game against you will be uninteresting.

Not trying to convince you to run it, because I agree that it's not that great in a deck with small tokens, but I did want to make one more point about Druid's Deliverance:

I do think it's better than a typical fog. The reason fogs are considered bad is because they neither reduce your opponent's life total nor advance the board. They essentially amount to glorified lifegain spells! " Instant — Gain life equal to the amount of combat damage that was dealt to you this turn." But Deliverance doesn't just fog the damage; it actually does advance your board. Most obviously, it adds a creature, but more subtly and as I alluded to above, it allows you to still strategically block and kill off key creatures.

Let's look at a common scenario: The opponent has enough power on board to kill you, and you have just enough blockers to keep from dying, but most (or all) of them will die, leaving you most likely dead the turn after. Well, Deliverance does the only thing fogs actually matter for (stop you from dying that turn), but it also saves your board (since they don't have to block) and adds a creature. Now let's add another component: Your opponent has Problematic Creature X that you would just LOVE to get rid of, but if you double blocked it to kill it, you'd have one too few blockers and die. Same as above, Deliverance allows you to not only stay alive, but also to focus your blockers on killing off Creature X.

But Deliverance doesn't just matter when you're about to die. The opponent can only calculate combat damage on what he can see, so sometimes he might make an attack knowing you have an advantageous block that'll kill one of his creatures, but the advantage of attacking outweighs that loss. The attack might not kill you that turn, but he feels it'll put him far enough ahead. But would he willingly sacrifice one of his creatures if he knew it'd be for no effect? Of course not. Deliverance completely throws off his cost/benefit analysis.

All in all, I agree that Deliverance is not good compared to some of the options, but I do think it's a valid budget option that's underplayed.

* As an aside, it IS interesting just how much better Spectral Sailor is compared to Sprout. Some would point to examples like this as evidence of power creep. Then again, it IS an uncommon vs common, in all fairness to Sprout.

RiotRunner789 on BCC Week 2 | Slimefoot the Stowaway

1 year ago

I would recommend an aristocratic build. You may choose to go spore counter route, which I'm not a huge fan of, but the following ones pull double duty (and I am a fan of):

On-theme Sac outlets that also make saprolings:

Deathspore Thallid: Great sac outlet and potential removal piece.

Savage Thallid: Another great sac outlet and protection piece.

Vitaspore Thallid: I think giving haste is the weakest effect of the bunch, this is just another budget on-theme sac outlet.

Budget sac payoffs,

Epicure of Blood and Marauding Blight-Priest: Help to increase the payoff of slimefoot and are so cheap they are essentially free (literally, ask anyone at your LGS for these, they have them and don't want them).

Falkenrath Noble: Who doesn't love life loss?

Poison-Tip Archer: Great blocker (reach and deathtouch? No one wants to lose there dragon to this) but this one starts to impact the budget.

Syr Konrad, the Grim: He just does soo much.

Vindictive Vampire: This guy should say life loss.... I mean, it's black and not red.

Zulaport Cutthroat: Classic but approaches a dollar.

Bastion of Remembrance: Possibly my favorite. Comes with free sac fodder on a permanent that doesn't die to Wrath of God.

Slime Foot god stuff,

Jade Mage: Back up slimefoot that does stuff at a discount.

Massacre Girl: Best board wipe in this build.

Verdant Force: It says EACH upkeep. Yes, each.

Gift of Doom: Cheap protection for slimefoot that has the added benefit of killing a saproling you already want dead.

Moldervine Reclamation: Card draw and life for just playing? Of course.

Snake Umbra: Protection and three cards every time you sac a saproling.

Sprout Swarm: Convoke makes this broken.

Some less budget friendly cards (all under $10, but above $1):

Ohran Frostfang: Turns each saproling into a card draw or a removal spell.

Pitiless Plunderer: Solid ramp.

Priest of Forgotten Gods: Under appreciated. This card does everything a black mage should be doing.

Tendershoot Dryad: Can win you the game on its own.

Black Market: Slime foot loves stupid amounts of mana.

Keen Sense: Insane card draw for 1 green mana.

Vraska, Golgari Queen: All abilities are helpful and the ult is just perfect. Tie in an Overrun effect on the same turn and you should win.

Casualties of War: Expensive to cast but worth it. Worth it every time.

Best of luck building.

Feral-The_Ghost on The Last of Us

1 year ago

My friend, I totally understand your point about the Winding Constrictor. I think, all this time, I overlooked his ability entirely. In fact, I have a bunch of them and don't have it in a single one of my decks. Then again, I don't use Aether Revolt cards often. There are a few that get cycled into my main decks, but beyond them I barely even give Aether a second-thought. It doesn't help that I have only ever gotten 3 or 4 packs of that set. The reasons I use Corpsejack Menace are:

  1. It's a Fungus Creature Type.
  2. It's a 4/4 rather than a 2/3. Still though, you're probably better off with your snake there.

Tendershoot Dryad is really good too! I have one of those AND a Verdant Force in my Sap deck, just to add a heavy hitter to my army. Tendershoot Dryad is definitely a better choice if your main focus is on spawning the most Saps at the lowest cost. Also, check out Sporoloth Ancient. It's 5 cost and it's a perfect partner for your Utopia Mycon, Deathspore Thallid, and Thallid Shell-Dweller. It reduces your spore counter cost by one, so you can summon a Sap every other turn, rather than every three turns. Plus, you can get 1 (or 3) for $.20-ish each on TCGPlayer.

You know what? As long as you have a good combo in mind for Sprout Swarm I don't see the harm in keeping it around, honestly.

Which Yawgmoth are you referring to? Yawgmoth, Thran Physician?

Joe_Ken_ on My Saproling EDH deck

1 year ago

Deathspore Thallid can be used to turn your saporlings into some sort of alright removal while being another slow rolling producer.

Night Soil is a great card that can just devastate people's graveyards and you get saporlings for doing it.

Life and Limb is a risky card but fallowed up with a card like Overwhelming Stampede , Overcome , or Return of the Wildspeaker

Mycologist is another slow rolling card but he is low cmc and is outside green to spread colors around as well as sacrificing for life being good.

Poison-Tip Archer , Zulaport Cutthroat , and Bastion of Remembrance can be used to get some benefit out of saporling deaths kind of like Slimefoot does.

General removal for the deck can be with cards like Murder , Vendetta , Doom Blade , Beast Within , and Swords to Plowshares

Card draw for the deck you could use is Harmonize , Shamanic Revelation , Beast Whisperer , Painful Truths , and Read the Bones

Going to do one more part for ramp + good stuff

Cheerful_Zucchini on Rainy Day Mushroom Mayhem!

2 years ago

Okay, so I've decided Pollenbright Druid isn't really a necessity so I'm not going to add it. In fact, my playtesting has brought me to the conclusion that I need less lands, so I'll bump it down to 22. I don't think I'll use Jungle Hollow since the life gain is unnecessary (we have the omnivore), but some kind of special land sounds nice. Maybe I'll playtest with a Haunted Fengraf or two.

Playtesting also helped me decide that Thallid Germinator is kind of unnecessary as well. I really like the idea of Fungal Infection since the deck can't really do any removal until Deathspore Thallid hits the table.

So, for now, +3 Fungal Infection -2 Thallid Germinator -1 Swamp. I don't own any Fungal Infection so I can't playtest atm but I think this looks good.

awatts30 on Rainy Day Mushroom Mayhem!

2 years ago

I was actually just designing a deck much like this a few days ago, although I was looking at GW because I considered Pallid Mycoderm to be superior to Deathspore Thallid (-1/-1 one of their creatures vs. +1/+1 all of mine). White also gives you access to Selesnya Evangel , although Night Soil may be better in many situations.

If you do stay with black, I would consider adding Fungal Infection as a cheap chump blocker removal that also gains you a Saproling, vs. Deathspore which costs you one. I would also consider Tukatongue Thallid as an early two-for-one.

As far as lands, dual lands should help make your mana base more reliable. I’d recommend Jungle Hollow or Golgari Rot Farm . If you’re looking for ETB effects, you could try Khalni Garden , Turntimber Grove , Fertile Thicket , Gingerbread Cabin , Bojuka Bog , Mortuary Mire , and Witch's Cottage .

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