Necroplasm

Necroplasm

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.)

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Trade

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Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Legality

Format Legality
Leviathan Legal
Unformat Legal
Block Constructed Legal
Vintage Legal
Oathbreaker Legal
Highlander Legal
Canadian Highlander Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Tiny Leaders Legal
Penny Dreadful Legal
Noble Legal
Duel Commander Legal
1v1 Commander Legal
Modern Legal
2019-10-04 Legal
Magic Duels Legal

Necroplasm occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Necroplasm Discussion

dingusdingo on Alesha: A Slug is Faster Than A Corpse

1 month 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.

StopShot on Alesha: A Slug is Faster Than A Corpse

1 month 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.

Atsuma on EDH Removal Master List

2 months ago

Ratchet Bomb,Engineered Explosives,Nevinyrral's Disk,Elspeth, Sun's Champion,Elspeth Tirel,Necroplasm,Chain of Acid,Coercive Portal,Do or Die

idk what your thoughts on listing prevention are but Crawlspace, Ensnaring Bridge, Solitary Confinement all see pretty heavy play in their niche.

I'll probably update as I come up with more of my favorites.

Xanins on Inexorable Ooze

1 year ago

You might be right about Akroma. There is a lot of red and black decks in my meta, however, so I might try it out first and see how it fares.

I did take your advice about Overwhelming Stampede . I replaced Dissipation Field with it.

Also, I revisited my thoughts about Ooze Flux . I decided it was more effective than Gutter Grime , due to it's potential immediate effect. Gutter is helpful for boardwipes, but not amazing at any rate since it only triggers for nontoken creatures only.

Additionally, I decided that for my meta, and because this isn't really a graveyard focused combo deck, to swap Necrotic Ooze for Necroplasm . This is also to help me shift my strategy for this deck. I tend to go all out, instead of biding my time. So, I think a slower approach to victory is what I need to employ with this deck.

AND, I'm likely going to swap out Biomancer's Familiar for Neoform , because it's just a dead card more often than not in my hand, whereas it's always great to have more tutors for Biogenic Ooze .

Also, I'm thinking about cutting some creatures to add in more control elements to better cope with playing multiplayer games..

Thoughts?

Darth_Savage on Grixis (mostly) Toolbox (probably)

1 year ago

Phyrexian Obliterator, is actually not that difficult to play around, Dismember, a Revolt Fatal Push or a Morbid Tragic Slip will all kill it, without triggering it's ability as will a Delve Murderous Cut, which will also kill Eidolon of the Great Revel without triggering it. Also the Eidolon normally appears in burn lists, just take the two damage if necessary and move on, throw some lifegain in the deck like Alms of the Vein or Sovereign's Bite and play through.

If you want removal on a creature then Necropolis Fiend would fit your bill. Or, since your using Dredge cards anyway, you could try Necroplasm, there are lots of ways to add +1/+1 counters... To use Vengeful Pharaoh as a removal tactic would require three copies, you also need a spell like Cathartic Reunion or Thought Scour to kick it off and the reason Dredge is powerful now is Creeping Chill.

I'm still not clear on what it is you are aiming to do, what is your win condition? Is this a graveyard (dredge, reanimation) deck, or a pyromancer (high spell count) deck, or is it a fast mana deck using Dowsing Dagger? At present your deck is like a mash of 3 different ideas, the best decks are those which are consistent and have a singular goal.

I happen to have a deck that uses Phyrexian Obliterator, want to know the funny thing, it's a Devotion deck, I want the Obliterator as an enabler for Gray Merchant of Asphodel which is the primary wincon, it looks like this Sweet (black) devotion. Essentially it's a zombie tribal deck, which leverages the devotion mechanic. That single sentence description is what you want to have, for your own deck.

DrukenReaps on Best Reanimation Targets

1 year ago

Some of the other things I've had in various decks of mine that could work: Demon of Dark Schemes, Archfiend of Despair, Necroplasm, and Dire Fleet Ravager.

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