Plumb the Forbidden

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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 Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Plumb the Forbidden

Instant

As an additional cost to cast this spell, you may sacrifice one or more creatures. When you do, copy this spell for each creature sacrificed this way.

You draw a card and you lose 1 life.

DarkKiridon on Edgar Markov: Lord of the Eternal Horde [EDH]

1 month ago

Some more recent-ish vampire options:

Clavileno, First of the Blessed (Was a precon around him, which I bought and upgraded). Charismatic Conqueror, Bloodletter of Aclazotz, Preacher of the Schism, Master of Dark Rites, Qarsi Revenant, Edgar, Charmed Groom  Flip, Welcoming Vampire, Vein Ripper,

If you want to be mean you could also run Braids, Arisen Nightmare.

If you want some more damage effects you could run cards like Impact Tremorsfoil, and there's more recent versions like Warleader's Call.

I also really like Plumb the Forbidden.

Some other cool options: Black Market Connections, March of the Canonized, Invasion of New Capenna  Flip

Last_Laugh on Thieves of the Black Rose

1 month ago

Feed the Swarm and Canoptek Tomb Sentinel will help with enchantment removal (something all these colors struggle with).

Diabolic Intent is a tutor that's not a game changer. Imperial Recruiter is another great option.

Ripples of Potential will help dodge exile wraths and Farewell. Plumb the Forbidden will also help with exile wraths. Lethal Scheme can potentially protect 4 creatures and be cast for free.

RiotRunner789 on Modular Marchesa

2 months ago

Part of the goal is for the deck not to be too strong. However, goldfishing, I've noticed there isn't enough card draw.

Phyrexian Scriptures is purposefully slow.

Lim-Dul's Vault will prolly be cut for Plumb the Forbidden. Every goldfish game it's come up has been to dig for card draw.

Kiki-Jiki, Mirror Breaker will probably be cut. It's an essential piece in my other Marchesa deck as combo piece. Here, it was just good with modular or creating something to sac.

Leyline of the Void is a meta choice. Not enough grave hate at the tables nor enough enchantment removal.

Phyrexian Arena is a pet card. It's consistent and not overpowered.

Chromatic Lantern could probably cut this but fine atm.

Solemn Simulacrum works well for ramp and draw. Isn't oppressive.

Teval's Judgment haven't played it but the options are nice. Going to give it a try.

Last_Laugh on Modular Marchesa

2 months ago

I definitely recommend a lot more draw power but otherwise the deck looks great. Satoru, the Infiltrator and Danny Pink are absolute all-stars in Marchesa. Liliana's Standard Bearer is another that will draw a bunch of cards here. High-Society Hunter is another great option. Plumb the Forbidden helps dodge exile boardwipes while drawing cards.

BlueGriffon on Morel Outrage

6 months ago

FYI Village Rites is a cheaper Altar's Reap. Alternatively, you could run Deadly Dispute for the same mana and also get a treasure token - plus you can sac an artifact if you want. Or you could run Plumb the Forbidden if you want to sac 2 or more creatures at once

Quady14 on Slimefoot, the Stowaway

6 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.

DarkKiridon on Slimefoot, the Stowaway

6 months ago

Plumb the Forbidden

Syr Konrad, the Grim would do work.

Village Rites

Nemata, Primeval Warden is kinda cool

Brightcap Badger Maybe? It's a new-ish card. Might be too slow?

Cankerbloom

Nadier's Nightblade for more life drain.

Crow_Umbra on Mardu, meat token dispenser

7 months ago

No prob! Glad the suggestions were helpful. You could also include some other Mobilize creatures like Dalkovan Packbeasts, which make those Warrior tokens that are going to auto-sacrifice anyways.

I'd recommend checking out Plumb the Forbidden as a way to get some more draw, & also as a way to sacrifice your own creatures in combat. There is a timing in combat where after your creatures deal/are dealt combat damage, they are still considered as attacking. It's a timing rule that makes something like Reconnaissance work to "save" your creatures from combat. The newest printing of Reconnaissance explains it in its reminder text. Basically you could use Plumb the Forbidden in that same timing window.

Last general suggestion would be to caution against very color intensive cards in 3 color decks. I'm not saying that they should not be included, but maybe to keep an eye on how consistently you can cast them.

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