Noosegraf Mob

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) None
Eldritch Moon (EMN) Rare
Promo Set (000) Rare

Combos Browse all

Tokens

Noosegraf Mob

Creature — Zombie

Noosegraf Mob enters the battlefield with five +1/+1 counters on it.

Whenever a player casts a spell, remove a +1/+1 counter from Noosegraf Mob. If you do, create a 2/2 black Zombie creature token.

Browse Alters

Noosegraf Mob Discussion

Hapix on The Scarab God's Arisen Horde

1 week ago

@multimedia, your comment is much appreciated! A lot of thought and play testing has gone into this deck (if I’m being honest though, this isn’t the first attempt as this is around the 8th iteration of scarab god due to play testing and not posting until now LOL).

I want to preface my response to your recommendations by saying that lowering the cmc of the deck is not really a priority as I usually have more than enough mana to do, but bringing down the amount of 5 drops and just generally increasing the tempo of this deck is on my radar. Furthermore, some inclusions (such as Consuming Aberration and Noosegraf Mob ) are in response to the meta of my table wherein they perform well (for example, one of my buddies plays an interesting Alesha, Who Smiles at Death homebrew that focuses on controlling the board state by altering base power/toughness of all creatures, Consuming Aberration on its own has saved my hide more times than one against Alesha lol).

Moving onto your recommendations:

Wonder > Grimoire of the Dead

Just the concept of Wonder alone is fantastic and it was even a part of the original iteration of this deck, but during playtesting (and this might just be me being unlucky) but it was often a mid-game dead draw and when I would have it in my graveyard, having a handful of flying zombies was nice, but not often game ending – hence non-inclusion. Grimoire of the Dead is slow AF and it the second eff is not easy to pull off, the only reason it is in the deck right now is I do not have a Rise of the Dark Realms , not sure what I will replace it with yet but I will take it out.

Windfall > Ancient Excavation

I like Windfall , it is a great wheel and I would like to include it. As it is right now Ancient Excavation is a card I keep in for the versatility of both self-mill and the basic landcycling, although I might swap it out for the Lim-Dul's Vault that you brought up later in your comment (I really like its’ effect tho).

Diabolic Intent > Exsanguinate

Diabolic Intent is a good card and that I plan to add in someday, but just to save $ I’m looking at Wishclaw Talisman as a budget alternative with some inbuilt politicking mechanisms. When it comes to Exsanguinate , it was a filler card I tossed in for play testing I’ll replace it with the aforementioned Wishclaw Talisman most likely

Relentless Dead > Noosegraf Mob

Relentless Dead is a card I used to have in here but I removed it since it felt slow and I just never really utilized the secondary eff I’m looking at getting a Gilded Drake in as a replacement. I agree though that Noosegraf Mob , as a six drop, is quite lackluster in comparison to the other high cmc cards. The potential value of 6 ETBs and/or death triggers is enough to keep him around for now, but if there is something I find I like more I’ll probably take mod out.

Graveborn Muse > Liliana's Reaver

Graveborn Muse I tested it out and saw myself dying to it more often than not, if I move further away from the zombie tribal aspect I might reconsider it. As for Liliana's Reaver , It isn’t to flashy but it works, no need to remove it rn but if anything better comes along I might.

“2 drop mana rocks > Commander's Sphere

Commander's Sphere is place holder card that I had socketed in while I was looking for some better mana rock options. Thanks for bring Arcane Signet to my attention, I’ll probably toss that or the signet in.

Arcane Denial > Countersquall

Arcane Denial isn’t a card I’d normally consider since the +2 for my opponent kind of hurts, but in a format like EDH with the 99 filling up a library, it seems pretty negligible so I’ll add it but won’t remover Countersquall since Its not that hard to get either {B} or {U} mana on demand. This though does touch on a different subject, I do want to add in some more counter magic, tutors, and removal (I’m looking at Arcane Denial , Swan Song , Pact of Negation , Mystical Tutor , Mastermind's Acquisition , Cunning Wish , Death Wish , Wishclaw Talisman , Victim of Night , Hero's Downfall , Murder , and Doom Blade but am stuck on evaluating which are the most beneficial inclusions).

To wrap up, thank you very much for your input it has been really helpful in reevaluating this deck. I sure do have some tinkering to do, haha. The nature of deckbuilding in EDH to me is everlasting and I hope I can continue to improve and refine my decks with recommendations and insight from other kind folks, like you, on this site :D

One last question, a friend is considering selling their Mana Vault to me at a discount, is this a card that I should seriously consider including or not?

Cheers!

Hybrow on Sunnydale High - Ayara EDH

2 weeks ago

You have quite a few that I have in my deck. And a couple that I noticed are missing are in your maybeboard.. but thought i would give a couple suggestions.

Bloodghast is expensive, but his recursion is pretty nice. Noosegraf Mob - a bit high CMC, but can make 6 ETBs in a round around the table. And if you can recur him, he can do it again. Puppeteer Clique - 4 ETBs, along with 2 creatures from an opponents graveyard Sepulchral Primordial - guess it depends on your playgroup, but my buddies usually play big beasts, and we usually play 4-5 player Desecrated Tomb depending on how much graveyard recursion you have, this might pay off. Buried Alive is a great way to get those key creatures like Nether Traitor and Gravecrawler where you need them Yahenni, Undying Partisan - an extra sac outlet never hurts, and he is pretty easy to keep alive

Nelstar on $25 Alesha Reanimation EDH

2 months ago

Find a way to pull lands away from your library like fetchlands. You need to maintain tempo. After you have 7 or more lands, each land drawn from library actually slows down your tempo.

A good useful soldier like Solemn Simulacrum , Knight of the White Orchid will ensure that.

Next, your entire deck depends strongly on Alesha.

You need to:

  1. Protect Alesha from removals such as Murder , Swords to Plowshares , Path to Exile by using Lightning Greaves , Mask of Avacyn , Grand Abolisher

  2. Have threats that is deadly like Master of Cruelties , Embodiment of Agonies , Mirror Entity or even Priest of the Blood Rite with a way to sacrifice the Priest. This will ensure you maintain tempo even at late game.

  3. Have removals to prevent locks or graveyard hate like Stasis , Rest in Peace , Leyline of the Void . Example of cards to use will be like Duergar Hedge-Mage

  4. Have wipes against decks like Trostani, Selesnya's Voice / Edgar Markov where they flood with tokens. Some recommended wipes will be Merciless Eviction , Austere Command

  5. Outnumber your opponent instead with Siege-Gang Commander , Noosegraf Mob

multimedia on Varina: Roid-Rage Zombos n' turn 2 Combos *PRIMER*

4 months ago

Hey, saw your forum topic asking for help. Really well made deck and nice primer, lots of information and it's well written.

This appears to be a deck that you're taking very seriously therefore my advice will learn towards making your deck more competitive. Consider reducing the avg. CMC? Currently it's 3.2, try to get this into 2.0-2.5 territory. I recommend doing this to have a more established battlefield of Zombies before you play Varina therefore you can get value from Varina's Zombie attack ability faster, the turn you play her.

There's 12 five drops here and these are the cards to first look at for cuts. There's many good five drops for Zombies, but there's a few that stand out that you would rather draw than any of the others and those are the cards to keep. The Scarab God , Gray Merchant of Asphodel , Living Death , these three are the only five drops you're currently playing you really need. Patriarch's Bidding is another mass reanimation card for Zombies to consider. The other five drops are by no means bad cards they're all good, but they don't actually help in winning the game for you. Scarab and Gray's life loss for all opponents does and Living/Bidding are great enablers for them, getting lots of value from discarding Zombies. Noosegraf Mob is much much worse six drop than Grave Titan , I would cut Mob.

In the place of the five drops add more one and two drops? I'm including cards from Modern Masters in my suggestions:

Augur is set to become a staple two drop tribal Zombie in Commander. Entomb and Buried are fast ways to tutor for and get Gravecrawler into your graveyard to reanimate. Mystical is a great enabler for many powerful lines of gameplay. Use it to tutor for another tutor such as Demonic or Enlightened to then get Phyrexian Altar, tutor for Entomb/Buried to setup Gravecrawler, get reanimation spell, etc. Talismans are helpful because they can make black or another color of mana the turn you play them without having to pay mana to make mana. Wonder is powerful when you have a consistent discarding outlet. Many Fetch lands here can search for an Island dual land to activate Wonder.

Other cards to consider cutting:

  • Undead Alchemist
  • Liliana, Heretical Healer
  • Utter End
  • Zombie Apocalypse

Land upgrades to consider:

Good luck with your deck.


firestorms90 on Token Generators for Hardened scales ...

5 months ago

The first card that came to my mind was Mycoloth , but you've added your list since I first saw this post and I see you've already got it. Good stuff!

Triskelavus is a bit costly mana-wise, but could be a good inclusion. Not only does it enter with its own counters, it also allows you to remove +1/+1 counters on it to create tokens that a) have flying, b) are artifacts (so have the extra synergy you're hoping for), and c) have a built-in sacrifice ability, which could come in handy.

Have you considered Avenger of Zendikar ? It has potential to give a lot of bodies up front, and puts +1/+1 counters on each of them for every landfall after. Might be a little too much work since you're not trying to max out landfall, but perhaps it'd be of use.

This might not be the right place to put Nacatl War-Pride , as triple green may be too much for a three color deck, but it's a card I think has great potential for commander. Every time it attacks you have a possible swarm of tokens at your disposal (depending on your opponents, of course), and since they aren't exiled until end of turn, you've time to sacrifice them for profit. Reyhan won't help on death unless you get counters on them (which you very well may), but with Death's Presence every token sac'ed gives three (or more) counters to play with.

I have Hooded Hydra in one of my edh decks (either Ghave, Guru of Spores or Thromok the Insatiable , but I forget which at the moment), and both decks play on similar themes to yours. The hydra gives tokens on death equal to the number of +1/+1 counters on it, which I think makes it ideal as a payoff card because it can leave you with board presence should it be killed. With that said, Hangarback Walker fills a similar role, requires no colored mana to use, and gives flying artifacts, so adding the hydra probably isn't necessary unless you want the redundancy.

Noosegraf Mob enters with +1/+1 counters and spits out a token when any player casts a spell, at the cost of one counter per instance. With your ability to put counters on it, perhaps it would be a good reusable source of token fodder.

Blade of Selves would be an interesting inclusion, allowing for multiple Winding Constrictor s in a turn, for example. Any sacrificing shenanigans would have to happen before end of combat, when the tokens are exiled, but the tokens themselves can be sacrificed for profit. The downside here is that you couldn't copy legendary creatures (such as Reyhan). Helm of the Host gets around the legendary restriction, and the tokens get to stick around, but at a much higher mana cost and slower rate of production.

A handful of artifacts that might be useful, especially with the proliferate you have, are Trigon of Infestation , Golem Foundry , and Titan Forge . Of these, I think the forge would be your best bet. Foundry requires casting artifacts to get your initial charge counter, and I don't think you've enough in your deck to count on that. Trigon enters with three counters initially, and can add more, but requires colored mana to activate for more counters, has a mana cost to produce the tokens, and the tokens aren't artifacts. Forge doesn't start with any counters, but only needs generic mana to add a charge and spits out 9/9(!)s, which can benefit from Steel Overseer .

My last suggestion doesn't create tokens, but is a card I've found useful for abusing +1/+1 counter multipliers ( Doubling Season specifically, in my case, but it would work with those in your deck just as well). Power Conduit allows you to remove a counter from a creature to put two (or three or so on) back, or onto another creature. I've also used it to "save" a +1/+1 counter from a creature that's been destroyed when no other creatures are on my field, storing it as a charge counter on the conduit itself until I have another creature to buff. It's limited to a single use per turn cycle, though, unless you can somehow untap it.

Sorry I've taken so long to post this. I read the question and started on my reply the day it was first posted, but have had to squeeze it in bit by bit on my limited chunks of free time. It doesn't help me much that I'm doing this all on a phone; both the research and reply would probably have been done a lot faster were I using an actual keyboard, lol. Not sure if any of this will help you, but they were things I might consider were I trying to build this sort of deck.

tiagompm on Scallop Buffet

6 months ago

Hello Foocy!

The Scarab God is my favorite commander! I have a tribal deck and another more control that you can investigate in my profile to get ideas!

You say that your deck is tribal but you do not have many cards that make you create the real zombie army like Endless Ranks of the Dead , Open the Graves , Army of the Damned , Noosegraf Mob ...

In my opinion you should define a strategy for your deck ... You have zombies to ramp in other zombies but very few. You can not just focus on the zombies you're going to create from the cemeteries ...

Hope this helps!

rob_shifflett on Zombies

6 months ago

Your land count is pretty low compared to your average CMC. I suggest no less than 37 for non-competitive lists. Also, I would run some more rocks. Jet Medallion Charcoal Diamond Fellwar Stone for starters. Unstable Obelisk for the upside of getting rid of permanents that Black has trouble with.

Here are a few of my favorite zombies. Gravespawn Sovereign Helldozer Noosegraf Mob Dread Wight Grotesque Hybrid Phyrexian Delver and Undead Warchief

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Noosegraf Mob occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%