Nethergoyf

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Nethergoyf

Creature — Lhurgoyf

Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.

Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)

Cloudy2024 on Kuroikage

2 days ago

really nice deck. I have a similar one to it and I use Mishra's Bauble which really helps the Nethergoyf to get bigger faster.

capwner on Compost Pile (Help Wanted)

1 month ago

I think this sort of deck really wants to do 3 things:

  1. Get dredgers into the yard quickly so you can start dredging. There are 2 main ways Modern decks have done this, traditional dredge decks which use Faithless Looting vs. Crabvine decks that use Hedron Crab and Stitcher's Supplier to self-mill

  2. Multi-draw spells to enable dredge so you start snowballing FAST. Again, Faithless Looting in classic dredge. But black has access to some decent draw spells too like Sign in Blood or Cling to Dust

  3. More payoffs that come out of the yard. Usually this comes in the form of Prized Amalgam, Silversmote Ghoul (off of creeping chill), Bloodghast, and Vengevine. Nethergoyf and Souls of the Lost are new contenders but unlike the others you don't get them from the yard for free.

If you do all of these things, you'll have a deck which looks pretty close to a competitively built dredge or crabvine list. Which maybe isn't the "head held high fair game of magic" you're looking for. But maybe you can take partial inspiration from some of these decks while keeping true to your theme!

wallisface on Why Do Self-Recurring Creatures Need …

4 months ago

The idea is that if a creature can easily reanimate itself and block, that it becomes a permanent blockade for enemy attackers, effectively rendering the enemies strongest threat useless. Magic is a game that is finely tuned around a game being able to end in a reasonable space of time, and the reanimation effect you’re describing would slow games down to a crawl.

Note some reanimation-creatures are able to block, by virtue of that creatures reanimation being limited-use (or hard to realistically recur for long) - Nethergoyf is a good example of this (although this is still a powerful-enough reanimation effect that i’d expect would never show up in a standard set as-is)

sergiodelrio on Are Free Spells Becoming Too …

8 months ago

omg dat Nethergoyf tho

(apologies for the off-topic post, but the OP made me check spoilers and I went ermagherd)