Creature — Ooze
At the beginning of your upkeep, put a +1/+1 counter on Necroplasm.
At the beginning of your end step, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm.
Dredge 2 (If you would draw a card, instead you may return this card from your graveyard to your hand and put the top two cards of your library into your graveyard.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
4 months ago
Some cards you might like:
9 months ago
Transmute really has one of the strongest synergies with Ramirez; however, I didn't end up adding it for each CMC, because the deck is still in construction and I don't have key cards to tutor for yet. Also, I want to make sure that the card with transmute has a relevant ability. Otherwise, it'll only be a tutor and a waste of a card slot, imo.
- There are some obvious cards I will have to buy/trade for such as: Cranial Plating, Buried Ruin, Unearth, Reconnaissance Mission
- Maybe: Shadow of the Grave, Drake Haven (CMC3 slot is competitive & the 1 mana tax might be hindering my game plan; would like to hear your opinion on that card)
I haven't thought of Dredge cards. Thanks for that suggestion! I think cards with that ability might work best when I have both commanders in play. (probably cutting some cycling cards for Dredge) These are the ones I'm currently considering: Golgari Thug, Necroplasm and Dakmor Salvage. I think I need more cards that recur stuff from my graveyard besides Ramirez. (just in case he gets removed before combat dmg etc.)
What's your opinion on redundant cards? I already have 2 creatures that reduce costs of artifacts and 2 creatures that return artifacts to my hand when they die. How many is enough do you think?
Also looking for cards that synergize well with my commanders and help me recur non-artifact, non-creature cards.
1 year ago
Necroplasm is interesting.
1 year ago
A suggestion I could give would be Necroplasm for token decks.
1 year ago
StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.
Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.
I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.
Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.
1 year ago
You might want to mess around with Banewhip Punisher as you can destroy a creature every turn with it. It’s better than Ravenous Chupacabra as you don’t need a sac-outlet to keep re-using it from the grave and you can get some pretty good value abusing it with Sun Titan. Another positive to reanimating spot removal through Alesha is counter spells can’t interact against it. If you have problems against tokens/mana-dorks I greatly recommend Necroplasm instead. Most Alesha decks don’t run the Necroplasm because a lot of them often produce a lot of creature tokens themselves, but your deck is pretty light on that theme.
It seems you are running only one infinite combo. If either Kiki-Jiki or Village Bell-Ringer gets exiled you’ll have to win through sheer combat strength. If you want to increase the consistency and durability of this combo I recommend using Felidar Guardian as your Village Bell-Ringer back-up because it too can go infinite with Kiki-Jiki. Felidar Guardian also goes infinite with Molten Echoes naming “cat” as you can always have the haste cat token blink the original Felidar Guardian which then will re-trigger the Molten Echoes. Molten Echoes in this case being your Kiki-Jiki, Mirror Breaker back-up. If you find Molten Echoes too narrow you can run Flameshadow Conjuring instead as the process is practically the same except every time the original Felidar Guardian enters the battlefield you must use its ETB to blink a red mana producing land to effectively untap it so you can keep paying Flameshadow Conjuring’s cost. This second combo can also bypasses your Cursed Totem which turns off your Kiki-Jiki, Mirror Breaker’s ability.
There is a catch however. If Felidar Guardian ends up in your graveyard and you want to win using it and either four-cost red enchantment, reanimating the Felidar Guardian through Alesha will instead waste up your combat step which means you can still create infinite haste tokens, but they won’t stick around for the next time you get another combat step to attack on. If you find yourself needing to salvage this combo you’ll need to cast a reanimation spell like Karmic Guide before your combat step. In this case I recommend adding Animate Dead and/or Necromancy to your deck as these will work as well and are much cheaper to hard-cast. Even without the Felidar-version of the combo either of the black reanimation spells are still beneficial as you can get back your larger stuff like Sun Titan or Elesh Norn, Grand Cenobite and you can always use your Hall of Heliod's Generosity to recur the black enchantments for further re-use which can make them valuable if your Karmic Guide ever gets exiled. You can also use them to pull stuff out of your opponent’s graveyards unlike Karmic Guide as well. They even make recurring your Kiki-Jiki, Mirror Breaker combo better as recurring him with your commander means having him sit on the battlefield for a whole turn cycle before you can go off while hoping none of your opponents draw any removal or worse, winning the game before you do. Having more flexible ways to reanimate creatures before the combat step can mean a huge difference when your goal is to win on your combat step.
1 year ago
I'll probably update as I come up with more of my favorites.
1 year ago