Spawning Pit

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Darksteel (DST) Uncommon

Combos Browse all

Tokens

Spawning Pit

Artifact

Sacrifice a creature: Put a charge counter on Spawning Pit.

(1), Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.

Spawning Pit Discussion

KidEnkidu on Aristocratokens

1 week ago

Solid deck thus far, you may want to lean a bit more heavily into true instant-speed, repeatable sac outlets like Viscera Seer rather than one-off outlets like Hell's Caretaker . Only being able to activate Caretaker during your upkeep is a pretty real restriction, you'll probably be serviced better by Dread Return taking up that slot. Maybe look at Yahenni, Undying Partisan or Spawning Pit for more true sac outlets. Also, minor thing, but you could replace Orzhov Cluestone and Orzhov Locket with Talisman of Hierarchy and maybe Millikin or Gold Myr / Leaden Myr . 2 Mana rocks/dorks are so much better than 3 mana, and Millikin will probably ultimately provide more card selection for you in this deck than the cluestone or locket.

Cheers on joining the Orzhov aristocrats club! My Elenda, the Dusk Rose deck is probably my favorite deck if I had to choose.

Joe_Ken_ on IRL Korvold EDH

2 weeks ago

Terramorphic Expanse will act as a second evolving wilds in the deck which will be another card draw and counter on your commander.

Fleshbag Marauder and Merciless Executioner have the same effect as your Plaguecrafter

Spawning Pit is a free sac outlet to toss your creatures to that can even produce some tokens.

Vampiric Rites will pretty much be a sac outlet to draw you two cards and Attrition can turn a sac into a removal as well as drawing a card.

Dreadhorde Invasion , Tendershoot Dryad , and Awakening Zone are all ways to get you some more sac outlet fodder during your upkeep with the later making tokens that can even sacrifice themselves.

lagotripha on Bunrei Aristocrats

2 weeks ago

This is an interesting list. It reminds me of some of my older Cartel Aristocrat / Mortician Beetle / Pawn of Ulamog lists.

Depending on how competitive you want to be there are a few options, and a few powerful directions. Cabal Therapist is notable in being powerful hand disruption- other aristocrats cover various options, from the venerable flying brick Falkenrath Aristocrat to my pet pick Spawning Pit . Indulgent Aristocrat and vampire/human dual tribal is a fairly strong choice.

Powerful card advantage options are out there in Priest of Forgotten Gods / Dark Prophecy // Grim Haruspex / Midnight Reaper even to the point of enabling Zombie Infestation storm wins.

For a more aggressive gameplan hand disruption, even the humble Duress will offer a lot- dodging board wipes is valuable. Plan your sideboard too- it will help a lot to know that you have a plan for burn or artifacts, almost no matter what it is. Just keep an eye on your curve and remember the number of modern games being decided in turns 1-4 by aggro and combo lists.

epartica on Tokenz for Dayz

1 month ago

RNR_Gaming I have both White Sun's Zenith and Swords to Plowshares I just don't know what I should remove from my current deck to add them in! Also, Hidden Stockpile is something i'll definitely have to add along with Spawning Pit . Both Vindicate and Anguished Unmaking are great cards but they are out of my budget but if I could trade with anyone at my local magic shop for these cards i'll be sure to look out for them!

multimedia on Tokenz for Dayz

1 month ago

Hey, think about how you can get more value out of Teysa with the token strategy?

I'll give you four card examples within the budget to mull over:

I offer more advice if you would like. Good luck with your deck.

SideBae on Yuriko Ninja EDH

1 month ago

What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.

First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'

I don't know your meta. However, a lot of the time fatties come down without being hard-cast, like through Natural Order or Reanimate . Running hate cards, like Grafdigger's Cage , can prevent this.

You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).

If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).

If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)

I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:

I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.

In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.

Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.

A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.

Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.

Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)

Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.

Only good things! Hope this helped.

bushido_man96 on And The Wurms Ate Into His Brain (Atla)

1 month ago

There's a combo going around with Mirror Entity as well.

I think the switch to Atla from Mayael is a great idea. I've found Mayael to be too slow to be very good.

You'd do well to add in some sac outlets to really make it go. The combo mentioned by TypicalTimmy is a great one, and should be considered. If your play group doesn't roll that way, or you don't like combos like that, there are other options. Evolutionary Leap would be solid, as it would net you two creatures when you sac an egg (one to your hand). Goblin Bombardment is solid, letting your eggs do damage and then become creatures. Other budget options include Spawning Pit , Altar of Dementia , Fanatical Devotion (which could serve double duty in regenerating a creature in a pinch), and the less-budget option of Birthing Pod . I'm sure there are others I'm missing, but I tried to offer more budget-friendly options.

I think the token doublers are nice cards, but I'm not sure how much you'd really need to run them in this build to really make it take off. $80 for three cards is way out of my budget range, but if you can afford it, go for it (or if you already have them).

Again, I think Atla will work great in this build; much better than Mayael.

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Spawning Pit occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Black: 0.16%