Hex Parasite

Hex Parasite

Artifact Creature — Insect

: Remove up to X counters from target permanent. For each counter removed this way, Hex Parasite gets +1/+0 until end of turn. ( may be paid for with either or 2 life.)

Latest Decks as Commander

Hex Parasite Discussion

abby315 on Uro Robots *Primer*

1 month ago

I suggest: Chalice of the Void or possibly Trinisphere > Hex Parasite, Wurmcoil Engine > Elixir of Immortality, and removing a number of artifacts for regular sideboard cards, such as Nature's Claim and Confounding Conundrum or Leyline of Sanctity. These spots really just depend on what you think you're going to have trouble with, but I think Nature's Claim is definitely an include. You might also consider Sundering Titan.

I would remove Witchbane Orb, Ratchet Bomb, and Pithing Needle as artifacts that are probably too specific to see much use (not sure why you'd need both Needle and Spyglass for example). Possibly also Paradox Engine but I'm not sure if you can "go off" in a meaningful way.

ZomBMO on Sidisi's Milkshake

2 months ago

Looking through here if you are running Dark Depths you need to be running Vampire Hexmage or Hex Parasite but otherwise I love everything you got going on here.

Feyamius on Atraxa and the Sagas -TMC

2 months ago

I really like the deck concept, in fact I have owned an Atraxa sagas deck even before that Command Zone episode. My deck uses some cards that can remove counters from permanents as well (e.g. Power Conduit, Hex Parasite), so you can get chapters you especially like on a certain saga repeatedly.

What your deck is lackinga bit in my opinion is ramp. To go with your enchantment theme, I'll avoid the obvious recommendations for Atraxa (all the Everflowing Chalices of the world) and try to stay on topic. Wild Growth in a good start, I'd add more land aura ramp options like Fertile Ground and Verdant Haven (I'd personally shy away from Dawn's Reflection and Market Festival unless your playgroup despises land destruction completely ... it's just too tempting of a target). Another way to ramp with enchantments would be Druids' Repository, Hadana's Climb  Flip, and Mana Bloom.

Goblin_Guide on Cardboard Masochism [Greven]

4 months ago

No Coffers? Or too fast?

Also, I'm deeply disappointed in myself that I never realized Hex Parasite can make you lose as much life as you want. That's fun.

DuTogira on The Immortal Mr. Mittens

5 months ago

PurePwnage SynergyBuild isn't a troll, just a very well informed player who doesn't sugarcoat anything. They're not wrong about their arguments, although many of their suggestions might take the deck down a path that I'm unwilling to take it.
Regarding board wipes, removal shouldn't be a part of this deck. If it is, then I can't really justify running a 6 mana enchantment combo whose primary purpose is to invalidate creatures.
Greater Auramancy might be ok as sideboard tech, but it definitely shouldn't be run maindeck as Nine Lives already has hexproof, which is its primary advantage over making 'just another Phyrexian Unlife combo deck'. Additionally, the whole point of my counter-magics are to invalidate enchantment removal while providing additional flexibility. Greater Auramancy is just more narrow.
Let's also be realistic here because too much redundancy is also a bad thing: What modern deck runs Thoughtseize, Blood Moon, AND Oblivion Stone? Thoughtseize is annoying, but most aggro decks don't run it. Jun[d/k] run it, along with assassin's trophy, but jun[d/k] are two of the biggest natural predators of combo decks due to the heavy and diverse disruption suite they run. I'd rather not invest too much into fixing a bad matchup, other than maybe including some Greater Auramancys in the sideboard.
Blast Zone is my biggest actual threat. Pithing Needle can fix that, and so can some Ghost Quarters, so running some of those in the sideboard may be worthwhile. Based on the number of decks running Blast Zone, Pithing Needle may even be worth mainboarding instead of Hex Parasite.
With that tech in the sideboard to help ameliorate bad matchups and cards that are very hard to answer, any remaining threats can (hopefully) be countered, and I'm left with a few slots to reinforce matchups that might flip after the sideboard.

DuTogira on The Immortal Mr. Mittens

5 months ago

Hex Parasite is a silver bullet and Swiss Army knife put together in this deck. You cite Blast Zone and Ugin, the Ineffable as problem cards. Parasite deals with those, and can remove counters from nine lives. I don’t run black, but by paying 2 life (which is life loss, not damage) I can remove counters from Nine Lives. One or two black sources may be prudent, but the fishbowl won’t tell me that. I can also bounce Blast Zone with Cryptic Command (again, not an answer) which slows down that particular threat enough to where I can hopefully finish a game 1 with Kefnet in time.
Kefnet is here as a very pesky, slightly faster clock than emrakul. Since he has evasion and inevitability built in, he helps close games against many more aggressive/midrange decks quickly, so that they don’t have time to draw outs.
You cite Abrupt Decay, but that can only target Solemnity, not Nine Lives. If I play right, I can either use Cryptic Command to bounce my own solemnity, or can replace the enchantment with a second copy next turn. I’m a firm believer that this deck should run no creature removal by nature of the lock, and that this lack of removal is what justifies spending card slots on the lock itself. If the lock isn’t strong enough... well then I really should just be playing U/W control instead.
As for pesky walkers and lands like Blast Zone which really can ruin my day (as can Oblivion Stone) the post board hope is that some Pithing Needles and my countermagic are enough to play through. Otherwise... rough.

I do appreciate that you’re trying to help me make this deck as good as possible, but I’d rather not go too far down that rabbit hole, as it’s very likely that the most competitive version of this deck just cuts the enchantments and becomes Yorion U/W control.

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