Night Soil

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Night Soil

Enchantment

, Exile two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play.

FormOverFunction on Building fungus go tall

2 months ago

Thank you, legendofa, I figured there was a way! NTakamura it’s probably not a good idea, but I would fill all the slots you’re struggling to find cards for with pollen/plant type things for flavor. Haze of Pollen, Night Soil, basically anything that would cause breathing problems for those of us with allergies…

trippy_mcfly on Cumly Cube

2 months ago

Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.

Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Basilisk Collar: equipment is not part of Cumly Cube 1
  2. Hedron Archivefoil: cut to weaken the artifact archetype
  3. Mox Diamond: cut to weaken the artifact archetype
  4. Mox Opal: cut to weaken the artifact archetype
  5. Mox Tantalite: cut to weaken the artifact archetype
  6. Sensei's Divining Top:cut to weaken the artifact archetype

CREATURE

  1. Academy Manufactor: cut to weaken the artifact archetype
  2. Archfiend of Spite: madness is not part of Cumly Cube 1
  3. Arsenal Thresher: too weak
  4. Augmenting Automaton: too weak
  5. Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
  6. Baleful Force: too weak
  7. Battleground Geist: cut for a better Spirit card
  8. Belligerent Hatchling: too weak
  9. Bloodpyre Elemental: too generic of a red card
  10. Bloom Hulk: there are better proliferate engines available in Cumly Cube
  11. Copperhorn Scout: cut to weaken the Elf creature type
  12. Crosis, the Purger: too annoying to play against
  13. Deathrite Shaman: cut to weaken the Elf creature type
  14. Deus of Calamity: too weak
  15. Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
  16. Dwynen's Elite: cut to weaken the Elf creature type
  17. Emperor's Vanguard: cut to weaken green
  18. Farhaven Elf: cut to weaken the Elf creature type
  19. Fear of Exposure: cut to weaken green
  20. Fertilid: cut to weaken green
  21. Galazeth Prismari: cut to weaken the artifact archetype
  22. Geyserfield Stalker: too weak
  23. Greater Gargadon: suspend is not part of Cumly Cube 1
  24. Hallowed Priest: cut for an identical card to support the Cat creature type
  25. Heedless One: cut for a similar card to better support the Elf creature type
  26. Hematite Golem: too weak
  27. Hunted Horror: too weak
  28. Impetuous Devils: too generic of a red card
  29. Jeskai Student: too weak
  30. Junktroller: too weak
  31. Lashweed Lurker: emerge is not part of Cumly Cube 1
  32. Llanowar Visionary: cut to weaken the Elf creature type
  33. Lodestone Golem: we have seen enough of this card in other formats
  34. Lunar Avenger: too weak
  35. Maze Behemoth: cut to weaken green
  36. Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
  37. Morselhoarder: too weak
  38. Night Incarnate: too generic of a black card
  39. Omnath, Locus of the Roil: cut to weaken the Elemental creature type
  40. Phantom Nishoba: too weak
  41. Quirion Ranger: cut to weaken the Elf creature type
  42. Scalding Devil: cut to make room for more interesting Devil creatures
  43. Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
  44. Seton, Krosan Protector: cut to weaken green
  45. Soul of Zendikar: cut to weaken green
  46. Teferi's Sentinel: too weak
  47. Thought Monitor: cut to weaken the artifact archetype
  48. Torbran, Thane of Red Fell: too generic of a red card
  49. Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
  50. Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone

ENCHANTMENT

  1. Aura Shards: too powerful
  2. Blood Moon: we have seen enough of this card in other formats
  3. Impending Disaster: too weak
  4. In Bolas's Clutches: cut for a similar but more expensive version of this effect
  5. Night Soil: cut due to the presence of two other very similar cards
  6. Revel in Riches: too powerful
  7. Urban Utopia: cut to weaken green

LAND

  1. Ancient Tomb: too powerful
  2. Flagstones of Trokair: too weak
  3. Mishra's Workshop: too powerful
  4. Urza's Saga: too powerful

INSTANT

  1. Accelerate: too generic of a red card
  2. Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
  3. Fading Hope: too generic of a blue card
  4. Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
  5. Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Frazzle: too generic of a blue card
  7. Inside Out: too weak
  8. Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
  9. Schismotivate: too weak
  10. Seize the Initiative: too weak
  11. Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences

PLANESWALKER

  1. Karn Liberated: too generic and powerful of a draft pick
  2. Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1

SORCERY

  1. Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
  2. Chain Reaction: too generic of a red card
  3. False Dawn: too weak
  4. Grim Tutor: too powerful
  5. Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
  7. Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
  8. Tezzeret's Gambit: too powerful
  9. Wildfire: too generic of a red card

ADDED:

ARTIFACT

  1. Banner of Kinship: encourages building around creature types
  2. Conduit of Worlds: supports graveyard synergies
  3. Pillar of Origins: encourages building around creature types

CREATURE

  1. Aetherjacket: supports the Thopter creature type
  2. Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
  3. Akroan Conscriptor: supports spellslinger synergies
  4. Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
  5. Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
  6. Angelic Aberration: supports the Angel and Eldrazi creature types
  7. Axgard Artisan: supports the Dwarf creature type
  8. Bloodwater Entity: supports spellslinger synergies
  9. Brass Herald: supports the Golem creature type and encourages building around creature types
  10. Campus Guide: supports the Golem creature type
  11. Chief of the Foundry: supports the Construct creature type and other artifact decks
  12. Chrome Courier: supports the Thopter creature type
  13. Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
  14. Darksteel Colossus: supports the Golem creature type
  15. Duergar Hedge-Mage: supports the Dwarf creature type
  16. Eidolon of Blossoms: supports the enchantment archetype
  17. Endbringer: supports the Eldrazi creature type
  18. Essence Depleter: supports the Eldrazi creature type
  19. Gimli, Mournful Avenger: supports the Dwarf creature type
  20. Gishath, Sun's Avatar: supports the Dinosaur creature type
  21. Herald of Slaanesh: supports the Demon creature type
  22. Hunting Velociraptor: supports the Dinosaur creature type
  23. Immaculate Magistrate: replaces Heedless One to support the Elf creature type
  24. It That Heralds the End: supports the Eldrazi creature type
  25. Kozilek's Channeler: supports the Eldrazi creature type
  26. Mayhem Devil: supports the Devil creature type
  27. Patrician Geist: replaces Battleground Geist to support the Spirit creature type
  28. Petravark: supports the Beast creature type
  29. Pillardrop Warden: supports the Dwarf and Spirit creature types
  30. Precursor Golem: supports the Golem creature type
  31. Prosperous Pirates: supports the Pirate creature type
  32. Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
  33. Roaming Throne: supports the Golem creature type and encourages building around creature types
  34. Rootwater Hunter: supports the Merfolk creature type
  35. Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
  36. Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
  37. Smokebraider: supports the Elemental creature type
  38. Solarion: supports the Construct creature type
  39. Species Specialist: encourages building around creature types
  40. Squealing Devil: supports the Devil creature type
  41. Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
  42. The Balrog of Moria: supports the Demon creature type
  43. The Lady of Otaria: supports the Dwarf creature type
  44. Three Tree Mascot: adds mana fixing and encourages building around creature types
  45. Titans' Vanguard: supports the Eldrazi creature type
  46. Torch Fiend: supports the Devil creature type
  47. Ulamog's Dreadsire: supports the Eldrazi creature type
  48. Vengeful Devil: supports the Devil creature type
  49. Venomcrawler: supports the Demon creature type
  50. Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
  51. Zara, Renegade Recruiter: supports the Pirate creature type

ENCHANTMENT

  1. Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
  2. Efficient Construction: supports the Thopter creature type
  3. Keldon Twilight: offers a creature destruction engine for aggressive decks
  4. Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
  5. Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
  6. Porphyry Nodes: offers a creature destruction engine for slower decks
  7. Retreat to Kazandu: supports landfall synergies
  8. Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
  9. Sunken Hope: offers a creature bounce engine for slower decks
  10. Whirlwind of Thought: supports spellslinger synergies

LAND

  1. Foundry of the Consuls: supports the Thopter creature type

INSTANT

  1. Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  2. Aura Mutation: quite similar to Artifact Mutation
  3. Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  4. Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  5. Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  6. Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
  7. Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
  8. Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  9. Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  10. Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  11. Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  12. Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
  13. Pulse of the Fields: supports lifegain synergies
  14. Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
  15. Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  16. Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
  17. Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
  18. Siren's Ruse: supports the Pirate creature type and blink synergies

PLANESWALKER

  1. Saheeli, Filigree Master: supports the Thopter creature type
  2. Vraska, Golgari Queen: supports sacrifice synergies

SORCERY

  1. Renegade Tactics: replaces Accelerate as a less typical red card
  2. Roar of the Crowd: encourages building around creature types
  3. Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
  4. Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility

Quady14 on Slimefoot, the Stowaway

5 months ago

Phew, I got kind of exhaustive with this so apologies in advance but Slimefoot's very nostalgic for me so it's my pleasure to pass along some of my includes I didn't see mentioned already. Hope it helps and from one fungus friend to another I wish you good luck!

Dina, Soul Steeper: teams up with Slimefoot's life gain on saproling death triggers and in a pinch she can be a mana sink sac outlet.

Priest of Forgotten Gods: Easily turns saprolings into extra damage, mana and card draw, probably one of my favorite value generators.

Psychotrope Thallid: Has gotten grossly $$$ for a utility add, but undeniably one of the better small Fungus creatures alongside Utopia Mycon to draw more sap generators and life drainers into your hand while executing your gameplan.

Vitaspore Thallid: You never know when a little haste can turn the tables to start tapping abilities early or stage a surprise Overrun or well-timed Song of Freyalise, I like including this fella just for that.

Body Count: Similar to Plumb the Forbidden this instantly reloads your hand when you (or an opponent) sweep your tokens.

Dig Up: Fun on-theme turn-1 ramp that can be Cleaved into a Diabolic Tutor. Not that that's very powerful or speedy but it's nice to have a flexible multitasker in the mix.

Gruesome Fate: Easy game ender for big damage if nobody quells your saproling-growing, you can do a one-two punch casting this first, then sacrificing your tokens if you can finish off the table.

Saproling Symbiosis: A saproling-specific Second Harvest effect that doubles its count based on all creatures, not just tokens, so your nontoken life drainers will contribute to the token generation as well.

Spontaneous Generation: After you get a huge hand with Plumb the Forbidden, Body Count, Snake Umbra and Keen Sense this will basically blow up your token army to preposterous size.

Saproling Burst: Old card with clumsy wording but for Slimefoot's purposes you can basically drop it on the board, gain 7 saprolings by removing all the Fading triggers thus killing the enchantment, which in turn destroys the tokens made with it. Another great big-damage finisher or surprise value play.

Fungal Plots: Despite Golgari colors I don't think Slimefoot benefits as much from recursion as others so this lets you use your graveyard as a token cultivating ground when your nontoken creatures die from removal or board wipes, plus gives you an outlet to sacrifice those saprolings two at a time for card draw and life gain. It does a lot for a low cost so I consider it an auto-include.

Night Soil: Selective graveyard hate to fuel token production, not as multifaceted as Fungal Plots above but a good token generator to have around in longer games along with Necrogenesis.

Moldervine Reclamation: Good, generalized Golgari card advantage and life gain on death triggers. A little expensive but well worth it if games trend longer.

Agent of the Iron Throne: Just a nice life drain enchantment from the D&D set, enchantments stick to the board better than creatures too so it can be worth the slot.

Snake Umbra: Same as Keen Sense if you slap this on Slimefoot, other than the Totem protection which is excellent for Commander, you get a card for every instance of damage thus making every saproling worth 3 cards in your average 4-player pod. Unless your tokens get mass bounced or exiled AND you don't have one of your many free sac outlets you'll never run out of fuel for the engine. This also makes Thought Vessel and Reliquary Tower worth considering in case you do end up holding a pile of good cards in hand, lol.

Verdant Embrace: Rounds out the Tendershoot Dryad & Verdant Force saproling-every-upkeep silliness with an aura you can pop onto your sturdiest creature so it sticks around.

Neko-Te: Last one and a weird one but Neko-Te on Slimefoot turns every death trigger into two damage so you'll kill your opponents in half the time/sacs. Good to shave down your turn clock to victory.

PaulMuadDib on Judge tower

1 year ago

I pulled a few from manaless dredge because they can be confusing.
Narcomoeba -- This is a good one to watch for with the mill effects you have
Salvage Titan -- recurrence from graveyard, could easily be missed
Vengevine -- another classic recurrence from graveyard
Prized Amalgam -- could be easy to miss it leaving graveyard with these other graveyard creatures
Sword of the Meek -- ditto

Raging River -- confusing attack enchantment
Launch the Fleet -- strive targeting effect
Well of Knowledge -- conditional effect plus card draw
Night Soil -- this one exiles the two creatures as a cost, might be worth weirdness
Hoarder's Greed -- choice + draw cards
Vodalian Illusionist -- phasing
Shimmering Efreet -- more phasing
Chandra, Pyromaster -- I noticed you didn't add any planeswalkers, here's a random suggestion
Yawgmoth's Will -- more recurrence from graveyard
Balduvian Shaman -- turns a white enchantment to colorshift and add cumulative upkeep
Tombstone Stairwell -- creates creatures to aid in confusing rules
Panglacial Wurm -- classic judge's tower card, once you search a library you have to cast it
Hexdrinker -- slightly confusing level up ability plus possible "protection from everything" ability

DreadKhan on Vileroot army (fungus token)

2 years ago

If you want to be able to cast an 8 drop, you probably want over 30 lands iirc? 16 lands is actually less than people run in Burn decks, and Burn decks in Legacy are built around casting Lightning Bolt variants over and over (most of the time), your deck has lots of 4 and 5 drops, (which would require a land count of ~24-26), and it has those 2 8 drops. For example, at 16 lands you can 'expect' to see ~4 lands after drawing 15 cards (which is when you'd generally cast an 8 drop), if you have 32 lands in 60 cards you'll see ~8. You can also run some ramp, but I wouldn't run less than 22 lands with that many 4 and 5 drops.

An alternative to just running lands is ramp, and ramp can also serve as mana fixing (Green ramp sources can often produce other colours of mana as desired), your deck uses 3 colours of mana technically, you probably want something like Undercellar Myconid and Utopia Mycon.

Not sure it's better than Fungal Plots, but Night Soil can remove creatures from your opponent's graveyard or yours, but both have to come from the same one.

If you have some extra budget space there are options like Tendershoot Dryad or Blossoming Bogbeast, Bogbeast is a much better buff while Tendershoot offers tokens and a worse buff, not sure which is really better here. Bogbeast will synergize with any additional life gain, so you could throw a Primal Command to play before your Bogbeast swings/tutor for a creature/remove a permanent/deal with a graveyard, it's a really, really versatile card.

It looks like you're at 62 cards, most Legacy decks are pretty strict about 60 cards, it's a pretty cutthroat format (some people categorize decks that use Legacy cards as Casual, more decks can 'compete' at a Casual table) and you need to draw key cards.

Final point, you probably want more 1 drops, if it's not too much of a hassle you run 1 mana dorks like Llanowar Elves, Elvish Mystic or Fyndhorn Elves, any of these can speed your deck up a bit while offering you a card to play turn 1. Legacy isn't really the best place to have unspent mana!

RangerOfPower on SlimeSquee

2 years ago

thefiresoflurve Thanks for the suggestions!

I think Verdant Embrace is a little underpowered, especially compared to the other 5 drops in the deck (Mycoloth, Terror of the Peaks, Tendershoot Dryad, etc.)

Night Soil, on the other hand, is a great addition. For now I think I'll replace Necrogenesis with it but may end up running both.

thefiresoflurve on SlimeSquee

2 years ago

Looks fun! I agree, Phyrexian Altar et al. make infinite combos way too easy.

Night Soil might be good if you need more graveyard destruction. Basically a second Necrogenesis, but hits more cards for less mana.

Verdant Embrace might also be okay? With your commander able to return from death so easily, getting 2-for-1'd might be worth the risk.

Epicurus on Curse of the Were-Rabbit

3 years ago

I suggest Freyalise, Llanowar's Fury and Song of Freyalise for added ramp, and Saproling Symbiosis as well as Night Soil for token generation.

Finally, Bloodspore Thrinax works better for this kind of deck than most people give it credit for.

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