Frankenstein's Monster

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Frankenstein's Monster

Creature — Zombie

As Frankenstein's Monster enters the battlefield, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter.

Caerwyn on Using the graveyard as a …

2 years ago

DuTogira

Alpha already had various ways to interact with the graveyard--there might not have been mechanisms to fill your graveyard with relative ease, but it was clear from the very beginning of the game that the graveyard was intended to be useful. Five cards, spread across three colors (though mostly black) specifically allow you to use the graveyard as a resource: Animate Dead, Nether Shadow, Raise Dead, Regrowth, Resurrection.

Alpha also already had exile, though it went by "remove from the game entirely": Swords to Plowshares and Disintegrate.

Arabian Nights skipped over these effects, but they came back very quickly in Antiquities, which also expanded graveyard shenanigans to Blue, and Legends, which had more recursion options.

Then we got The Dark, which is the first real set to focus on using the graveyard as a tool outside of "get my card back"--cards like Eater of the Dead, Frankenstein's Monster, and Grave Robbers, which allowed you to weaponize your graveyard for additional boons. The Dark also saw the introduction of Tormod's Crypt, the first real piece of dedicated graveyard hate.

Even in the initial sets, it is clear that the graveyard was designed to serve as a possible second hand and, by August 1994, it was clear that the graveyard was to be considered a resource in other manners as well. Saying that it was "originally designed to be the modern equivalent of exile" ignores how many early-game effects interacted with the graveyard, as well as ignores the fact that exile has existed since the game's very first set.

FormOverFunction on Underrated EDH Cards

3 years ago

Now I’m just looking at cards I’ve had fun with: Energy Tap, Preacher and Exorcist, Frankenstein's Monster....man, there are SO MANY weird cards that bring back the Old Weird(tm) of M:tG. You all should just take a stroll through some of the old sets. You don’t even have to thank me! ;p

Caerwyn on Halloween Deck Ideas

3 years ago

First off, welcome to Magic!

The most classic Halloween card would be All Hallow's Eve, but that card is rather pricey, so, if you intend to play with real cards, that might be impractical.

Magic has a whole lot of other fun cards though. Headless Horsemanand Frankenstein's Monster both depict classic spooky characters. There are all manner of Zombies, Vampires, Werewolves, shades, and Spirits, any number of which could make a solid tribal deck (i.e. deck based around a single creature type). If you do a search for Black Wizards and/or Clerics, you will find a number of witches and cultists.

Lots of great options to choose from!

DreadKhan on Mary Shelley's Delight

3 years ago

I wish Frankenstein's Monster wasn't so unplayable, because it would be a real flavor-win for you to get it out and have it not be rubbish. It looks at Diregraf Colossus and knows it's inadequacy.

Have you thought about a side-business of using Haakon, Stromgald Scourge and some of the non-garbage zombie knights to recycle? Buried Alive can set you up with Haakon, Foulmire Knight, and Midnight Reaper, which would be probably be viable if you ever want another backup. All 3 are still zombies, and Haakon lets you use Nameless Inversion as repeated removal, since it's a knight.

passimo on Frankenstein's playground

6 years ago

Hey Spinq1974, thanks for your opinions. I was in fact planning to add either Stitched Drake or even Delver of Secrets  Flip (24 cards of the deck are instants/sorceries, which means 1/3 and soon 1/2 possibilities to turn it), but i really don't know what to remove, and I don't think I can remove Gurmag Angler, because i'm almost always able to cast it without removing creatures or reusable cards from the graveyard! Regarding Frankenstein's Monster, i really like the idea, but it is a rare card and I want this deck to remain pauper, so...Anyway, thanks a lot, and if you figure out what I should remove, let me know it!

Spinq1974 on Frankenstein's playground

6 years ago

You'll have a real problem with decks that feature fliers. Your Stitched Drake is a good idea. But what goes? The Gurmag Angler is going to cost you several creatures/cards (totally negating the idea of recursion). Maybe add some Geists from Innistrad block? Their Undying ability fits nicely with your overall theme. And I know it's only tangential, but if you have access to it, put in Frankenstein's Monster. It's in the deck's name!

Furani on Dankenstien's Greatest Creation

6 years ago

You got 1 problem. Frankenstein's Monster is not a "Summon Legend" so he can't be your commander, as he is not a legendary creature.

Neotrup on +/+ counter copies

6 years ago

As other people have pointed out, you are most likely confusing +X/+X until end of turn with a +X/+X counter that disappears at end of turn, however as your questions can exist in Magic, I will address them.

If you do have a creature with several types of counters on it, such as a Frankenstein's Monster with a +1/+1 counter, a +2/+0 counter, and a +0/+2 counter and you target it with Skyship Plunderer's ability you will be able to duplicate each type of counter, effectively giving another +3/+3.

If you have a creature with a counter that only lasts until end of turn, such as the ones created by Bounty of the Hunt, those counters are indistinguishable from other counters of the same type, in this case a +1/+1 counter. If that creature has a normal +1/+1 counter, Skyship Plunderer will see them as the same type of counter and will only give you an additional one +1/+1 counter. Similiarly, the ability of Bounty of the Hunt only looks for a number of +1/+1 counters equal to the ones it created to remove. It won't remove any more than it created, and they don't have to actually be the ones it created for it to remove them. In short, if you put all three counters on Skyship Plunderer and use it's own ability to add a fourth, only the initial three will be removed.

As you can see, I had to go pretty far back to find cards that fit these scenarios, because modern magic doesn't do those sorts of things. The closest you'll probably find is an artifact creature ending up with both charge counters and +1/+1 counters.

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