Fume Spitter

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Legality

Format Legality
1v1 Commander 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Fume Spitter

Creature — Phyrexian Horror

Sacrifice Fume Spitter: Put a -1/-1 counter on target creature.

pea_body on -1 Counters

5 months ago

wallisface Thanks for the advice, I have been playing this deck with only Archfiend of Ifnir and often struggle to keep it in play long enough to trigger its ability and should have foreseen the problems of running twelve 4+ mana cost cards.

Obviously, I should change out the 4x Splendid Agony, but would replacing Archfiend of Ifnir with Black Sun's Zenith be an okay change?

In my actual deck at the moment I have Dismember and Tragic Slip to easily kill creatures. I assume that it would be okay if I replace Wasteland Scorpion and Nezumi Bone-Reader with those if I replace Archfiend of Ifnir.

Random card replacements

Again thanks for the ideas! I'm just playing against friends so I can't make it too good if you know what I mean. :)

wallisface on -1 Counters

5 months ago

Some thoughts:

  • your mana curve feels very high at the moment. In particular, modern decks generally struggle to run more than 4 cards costing 4-or-more mana… you’ve got a whopping 12 in this range. Your mana curve is also very heavily weighted towards 3-mana stuff, which could be a problem.

  • even with a lower mana curve, i think you need more lands… like 23-24 minimum. I’d advise against Cabal Stronghold because its a really bad card - you need it and 4 swamps in play just to break even! You’re already at the peak of your curve by that point. There’s never going to be a situation where it’s useful.

  • Grind / Dust is better than Splendid Agony.

  • A lot of your wither creatures aren’t going to help you too much, they’re all super fragile so most the time in combat they’ll die in exchange for just weakening a creature… that’s not a good trade. Fume Spitter is an amazing card though, and Festering Mummy would probably also serve you well here. But i think in general you’re running too many creatures (especially a lot of creatures that provide limited value). You’re prolly better off playing more disruptive spells to give your higher mana cards a better chance of seeing play.

  • not sure if its in your budget, but Black Sun's Zenith. Outside of that the next best thing to do in a -1/-1 counter deck is be playing it as Black-Green, to get access to better payoffs, and better interactions

Strangelove on Shirei token

7 months ago

Hey Lucas_honorio_ !

Shirei was also my first commander deck. Its a really fun commander. Although she's a glass cannon, looping 1/1s is still my favorite. Here's my last budget build: Shirei/ Budget; and another that has a bunch of cards: Shirei/ Soft Stax [EDH].

You already have a lot of fun interactions, but you're gonna want consistency. I would play more draw and ramp, try to play almost exclusively low cmc, and only keep the best effects that are focused on your strategy. So -1 Open the Graves, -1 Genesis Chamber, etc... (you don't need tokens as much as you need sacrifice outlets and draw).

You want all your draw and ramp BEFORE Shirei hits the board. It'll help smooth the early game. Look for cards like Village Rites, Deadly Dispute, Plumb the Forbidden... pure gas to set up your wincon (Shirei).

My top includes are Sultai Emissary, Skullport Merchant, Fume Spitter, Mindless Automaton, Thoughtpicker Witch, Dusk Legion Zealot, and Carrion Feeder.

Pro tip: Expect to play some archenemy. This is a deck that's "taking turns" on everyone's end step and is very easy to disrupt by forcing out Shirei.

btw you can list shirei as your commander like so:

1x Shirei, Shizo's Caretaker *CMDR*

wallisface on Scarecrows

9 months ago

Some thoughts:

  • Firstly, the BIG ISSUE: Persist will not work with Grim Poppet. It will make the Poppet enter with 4 -1/-1 counters, and die immediately (there is no chance during the brief few seconds it’s in play to prevent its death, this happens before you can activate abilities or cast spells). I would suggest ditching the Persist package and trying to find another way to get this scarecrow out onto the battlefield.

  • Chainbreaker does almost nothing for you here, as its own -1/-1 counters contribute nothing, and you won’t often be wanting to invest a whole turn just removing a counter. Considering your lack of 1cmc cards, I would think Fume Spitter a better fit.

  • Lockjaw Snapper feels like a strictly worse version of Soul Snuffers. I’d suggest playing the latter, if anything.

  • I feels like your deck will often really need 4ish lands in play to achieve what it needs to. I think you need to go up to 24 lands to help ensure that.

  • Torture seems cute, but its mostly just a super-inefficient killspell. I get you can put it on the Poppet, but that’s a lot of work for little gain. A killspell feels better, or at least Grind / Dust.

wallisface on Withering Grist

10 months ago

Hestyne

  • Crumbling Ashes generally isn’t worth it as it’s just another “payoff” card, and between Hapatra and the Spider we already have enough of those. Its effect isn’t particularly strong (it takes a lot of work to see an upside), and we can’t get it with C-Company.

  • Banewhip Punisher just feels really weak for its cmc. It’s not terrible but I just don’t think it has the strength of any of my current choices. Fume Spitter basically does “close-enough” to its job for 1cmc.

wallisface on Negative Creep Modern

1 year ago

Hey, good to see another player building around -1/-1 counters!! I’ve got my own build here, which has gone done quite a different direction, but i’ve tried to detail the archtypes problems and solutions there.

For your deck, i have the following suggestions:

  • Devoted Druid is better than Channeler Initiate , in that we are guaranteed to get two counter-triggers, and it can provide a lot of fast ramp for a big play on turn 3.

  • Even with a mana dork, I think your land count looks a little too low. Your deck has a lot of 3 & 4 drops, so i’d expect 23-24 lands?

  • Beseech the Queen feels super slow. This archtype is already one that struggles to keep up with the modern meta, I really don’t think we have time to be going off looking for a specific card for the entirety of a turn.

  • I’m suprised you’re running Poison-Tip Archer and Might of the Masses , because they dilute the main plan of profitting from the counters.

  • imo i’d run more Black Sun's Zenith instead of the Blowfly Infestation . The enchant is slow and can backfire, while Black Sun’s can pretty much win the game on the spot if a Nest or Hapatra is in play.

  • I feels like you’ve got too much focus of managing counters on your own stuff, instead of inflicting misery on your opponent. The bug pull for this archtype is enacting our plan sets the opponents plan back - if we’re not actively disrupting we lose some of our benefits. I’m surprised to not see stuff like Fume Spitter , Grind , or Skinrender here.

Mortlocke on New hubs to be added

1 year ago

Hello legendofa,

I propose a new hub to be added: Phyrexian. During Modern Horizons 2, 225 creatures were retconned into having the Phyrexian creature subtype to join Vorinclex, Monstrous Raider . Additionally, there were a smattering of Enchantments, Artifacts and etc that ether have the Phyrexian subtype or create creature tokens that do. Thanks to this retcon I now have a deck that has a Phyrexian tribal theme. For your reference, below is a full list of spells that were affected by WotC's Phyrexian errata.

Source: https://mtg.fandom.com/wiki/Phyrexian

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