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
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.

BlueGriffon on Morel Outrage

3 weeks 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

3 weeks 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

3 weeks 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

2 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.

Seuchenschutz on Sidisi Brood Commander

6 months ago

Thx for the suggestions Andramalech! Im really happy to get some feedback on this deck. In an earlier Version i had 2-3 cheap counters in the deck An Offer You Can't Refuse, Swan Song and a Negate but I took them out, because they became a salt factor in my playgroup. Whatever. Victimize is a great card, but after playing it for a while, I often felt like them coming tapped and leaving me with less blockers for a turn is kind of a big downside. I had some situations, where I just couldnt afford to cast it. As for the Diabolic Intent its the same with the counters. Salty players... But I just couldnt get myself to cut the Demonic Tutor. Plumb the Forbidden however might be worth a shot.

Andramalech on Sidisi Brood Commander

6 months ago

Sidisi, Brood Tyrant is so slept on in EDH these days, at least in my circles. It's a great pick, and with a new Tarkir set on the horizon in 2025, I think we should see a reprint. But I digress, this deck is great and I love that it seems like you've got something to cast pretty much every turn. There's a really healthy balance of land and creatures, but potentially consider Plumb the Forbidden or something like Diabolic Intent, potentially Victimize. I really like what I see here but you're lacking a considerable amount of instants, things like Swan Song, Strix Serenade, etc. Just some interaction and draw power would be my only suggestions.

multimedia on Liesa but Angels

6 months ago

Hey, good WIP for Angels, nice Avacyn and Tithe.

When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?

In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?

Add:

Cut:

Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry

I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.

Last_Laugh on Alela's Artifacts Makes Tokens Do Stuff

9 months ago

Nice to see another Alela list and good job keeping your avg mana cost low. I have some suggestions for you and I'll try to break it down by category and keep things budget friendly. If you're picking up what I'm putting down and need help with suggested cuts, just holler.

CARD DRAW:

Breena, the Demagogue is amazing here. It incentivizes opponents to attack one another for card draw while your creatures get the +1+1 counters and you get the draw/counters twice for attacking the 2 opponents with higher life.

Starscream, Power Hungry  Flip brings the Monarch mechanic into the game which will draw you an extra card at your end step but you'll also smack an opponent for 2 for every card you draw while you're the Monarch.

Plumb the Forbidden in response to a boardwipe ensures you have a grip full of cards to redeploy. Instant speed and pseudo dodging counterspells makes this card.

Reconnaissance Mission/Bident of Thassa/The Indomitable/Coastal Piracy - I personally run 3 of these effects... they will draw you a ton of cards.

CREATURE BUFFS:

Skyhunter Strike Force will buff all your attackers +3+3 just for attacking all 3 opponents. Bonus points for not needing to attack itself.

Nykthos Paragon because your commander is an evasive lifelinker and this guy is an enchantment. The low bar here is you hit for 2 with Alela and everyone gets 2x +1+1 counters, then 4 the next turn, then 8, and that's assuming Alela only had 2 power to start.

Felidar Retreat is another go-wide counters effect that works wonders here.

MISC.:

Fanatical Devotion let's you sac tokens to save your actual creatures.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course

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