Spike Rogue

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Legality

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

Spike Rogue

Creature — Spike

Spike Rogue enters the battlefield with two +1/+1 counters on it.

(2), Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature.

(2), Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue.

NV_1980 on Hail Hydras!

6 years ago

Hi loclif,

Your deck contains several cards that generate tokens. I think your deck would fare better if you'd remove those and instead invest more into getting creatures that either generate counters or benefit greatly from them. There are several budget and non-budget ways of doing this. Here's some of the budget ways (they're not Hydra-themed, but suit your strategy very well):

Lands

Creatures

Instants/Sorceries

Enchantments/Artifacts

  • Elemental Bond: because basically every creature you cast, is strong enough to allow you to draw a card.
  • Death's Presence: one monster's death, is another's power.
  • Hardened Scales: add a counter for whenever counters are added :)
  • Bow of Nylea: gives a whole host of options, one of which is adding +1/+1's.

Some less-budget (more expensive) options, would be:

Sorry for the long post. Hope you find some of this to be useful. Happy gaming!

unos on necroplasm

7 years ago

Sorry to "necro" this but the answer is not really correct. Necroplasm destroys creatures with a trigger that fires "At the beginning of your END STEP, ..". When you are at the end of your UPKEEP, and if you just placed the third +1/+1 counter on Necroplasm, it will NOT be destroyed right away : you will have to wait until your end step and only then Necroplasm will destroy each creature with converted mana cost 3, including itself.

The important part is that if you manage to place one additional +1/+1 counter on Necroplasm during your main phases or combat, when the end step comes Necroplasm will not destroy itself. The same result can be obtained by removing a +1/+1 counter from Necroplasm during your turn.

Very simple suggestions on how to add or remove +1/+1 counters to/from necroplasm could be: Golgari Guildmage, Bond Beetle, Shambling Shell; Simic Guildmage, Hex Parasite, Spike Rogue

iBleedPunk on Surrak Dragonclaw EDH

8 years ago

The Xenagos, God of Revels + Malignus interaction is a lot of fun. While Surrak is out your creatures will have Trample so you could use Young Wolf to supply infinite +1/+1 counters on Spike Rogue and all your other ready for combat creatures via Ashnod's Altar and swing due to any cheap Haste granting cards like Expedite or having a Temur Ascendancy on the field or even a Fervor (although less restrictive on mana it lacks the card advantage Temur Ascendancy grants for you playing big creatures)

Just some thoughts off the top of my head mate =) +1 from me as I am a Surrak fan!