Necropotence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Necropotence

Enchantment

Skip your draw step.

Whenever you discard a card, exile that card from your graveyard.

Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.

SaberTech on What exactly is the hard …

1 day ago

As someone who runs Volcano Hellion combos in one of my bracket 3 decks, I do think that comboing off like that on turn 3 goes against the spirit of the play experience that Bracket 3 tries to foster. This is just my interpretation, but I was under the impression that Bracket 3 was more about encouraging medium-speed games where people are setting up and making their initial swings at each other before the real haymakers begin to land starting with turn 6. Even if you can get your expensive combos out earlier thanks to ramp, waiting until turn 6 to complete a combo is more in spirit with what bracket 3 is attempting to achieve.

That being said, Commander damage takes a lot of the sting out of life gain combos since any commander that can deal at least 1 combat damage is a way of taking a player down regardless of their life total. That player going off with Volcano Hellion on turn 3 could arguably be doing the other players a favour since it makes it clear to the other players that many turns sooner that they need to team up to make sure the Hellion player goes down to either commander damage or another combo first.

If a turn 3 Volcano Hellion combo is followed up with something that uses life as a resource though, like Necropotence, then I think that's a bit unfair for bracket 3.

As for Archon's Glory's bargain cost making it a three card combo instead of just two, I think that's a technicality that's trying to skirt the rules a bit. The idea behind a combo requiring three specific cards is that it mathematically reduces the chances of getting all the pieces before turn 6. It also makes the combo easier to identify and disrupt if the pieces of the combo need to be played across two or more turns. A three-card combo would generally take more mana and turns to play out. Saying that Archon's Glory requires two resources total (the spell and a permanent that you can sacrifice to bargain) to give lifelink is technically true but since the sacrificed permanent could be a wide variety of things it isn't quite in line with what the allowance of three-card combos is trying to achieve.

NV_1980 on Lemme Show You My Enchantments

2 weeks ago

Hi,

Might I suggest some more early mana rocks to get Zur out quicker? I was thinking stuff like Arcane Signet, Azorius Signet, Dimir Signet and Orzhov Signet. The talismans (like Talisman of Dominance and its sibblings) are also great for some earlier mana. And as long as you're using many (expensive) enchantments, you could consider adding Land Tax as well.

With so much lifegain going on, you could also consider adding some cards that allow you to draw based/play cards that use life as their source of power. Necropotence could be awesome in here. Same could apply to Bolas's Citadel.

I should also point out that this deck is a bit light on removal; especially when it comes to opposing artifacts/enchantments. At the very least, I'd consider Heliod's Intervention (which also synergizes with the lifegain theme, if you want to use it in this fashion).

legendofa on Arrogant. Ruthless. Oppressive. Victorious.

3 weeks ago

capwner Done! Court of Ambition -> Necropotence. That's the best switch I was able to find.

legendofa on Arrogant. Ruthless. Oppressive. Victorious.

3 weeks ago

capwner Thanks for checking it out! Yeah, as much as I love digging around in the budget bin, I had to break out and see what I could come up with at full power. The 2005-2012 era is kind of getting powercrept out now, but it's so much fun, and so many iconic sets. What would be the best switch out for Necropotence?

capwner on Arrogant. Ruthless. Oppressive. Victorious.

3 weeks ago

legendofa throws off their budget shackles to build a high-power high-evil hand destruction/prison deck? HELL YEAH. The ravnica/lorwyn/alara era had so many good legends that get slept on in 202X, Nath is definitely an all timer. Love the hypnotist interaction and discard classics like Oppression. And I love the purposeful exclusion of ring bc of Maralen. Necropotence however may be worth your consideration. Looks really solid!

FadingReality on building

1 month ago

Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.

LANDS

MDFC's:

Bala Ged Recovery  Flip

Agadeem's Awakening  Flip

Turntimber Symbiosis  Flip

Fell the Profane  Flip*** (highly suggest cutting a basic swamp)

Disciple of Freyalise  Flip

Branchloft Pathway  Flip (swap with a basic if you get this)

Brightclimb Pathway  Flip (swap with a basic if you get this)

Darkbore Pathway  Flip (swap with a basic if you get this)

Normal lands:

Thespian's Stage

Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)

Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.

Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)

Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)

City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)

Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)

Glacial Chasmfoil***

Underground Mortuary*** (helps with graveyard, is fetchable)

Lush Portico*** (helps with graveyard, is fetchable)

Shadowy Backstreet*** (helps with graveyard, is fetchable)

CREATURES

(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)

Ancient Greenwarden

Dryad of the Ilysian Grove***

Traveling Chocobo

Wayward Swordtooth***

The Gitrog Monster

ENCHANTMENTS

Necropotence***

Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)

Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)

Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.

ARTIFACTS

(RUN BOTH OF THESE!!! VERY IMPORTANT)

Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)

Crucible of Worlds***

SORCERIES

Ravages of Warfoil****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)

INSTANTS

Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)

FadingReality on building

1 month ago

CREATURES:

I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.

LANDS:

You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.

Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.

SORCERIES:

These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery  Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.

INSTANTS:

I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.

ARTIFACTS:

As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.

ENCHANTMENTS:

I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.

hyalopterouslemur on Competitive card Draw in Mono …

1 month ago

Necropotence probably costs too much (It's around $20.), but if you have one, play it. As long as you're drawing at least 2 cards per turn (and a rat deck should be playing at least that many cards per turn), you're getting an advantage. (That said, I don't typically play Necro on turn 3. I typically play it later.)

Skullclamp is another obvious recommendation for typal decks. You're essentially sacrificing a creature to draw two cards.

Night's Whisper, Sign in Blood, Read the Bones...those are some of my favorite "draw X cards". You can throw in Damnable Pact for big plays. I also like Stinging Study, but it's kind of expensive.

Erebos, God of the Dead (a bit expensive) or Greed is useful as well.

Now, a word about Phyrexian Arena: I'm not sure you want it in an aggro strategy. It's great for controlling strategies, especially Stax (decks which essentially make it impossible for most decks to do anything and then do a point or two of damage every turn) and landfall, but aggro? It's still good, but not insanely overpowered. There's also Dark Confidant, which is Phyrexian Arena #2.

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