How do you feel about this card? I am torn between it being casually playable; maybe an EDH powerhouse, and terrible. Personally I would have loved it if it entered the battlefield with a +1/+1 counter on it for each creature card in your graveyard. At least then it could be really scaleable and scary! Or maybe make it so you could choose to remove the counter instead of having it be mandatory. Anyhow, I need some general opinions.
Noosegraf Mob4BB
Creature - Zombie (Rare)
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, put a 2/2 black Zombie creature token onto the battlefield.
0/0
Seems pretty bad. Not even close to competitive constructed playable, and even in EDH this is pretty low impact for the cost unless you really build around it.
I was thinking of putting it in a budget Zombie deck for an Innistrad tribal wars that my friends and I are playing. I'm up against Werewolves, Humans, and Vampires. I figure it could be a solid card maybe...
Hm i might use it in my Alesha Decks probably the JundCraft ones.
hm now i need to find a nice spell to play or to wait until the opponent does it. Scourge of Skola Vale and Cytoplast Root-Kin does already like this new guy.
Somebody out there is going to love playing it with Doubling Season since it doubles both the number of +1/+1 counters and zombie tokens.
Also, I'm very glad that they didn't tack on the word "tapped" to the zombie tokens. They have this flavor meme of zombies entering tapped to signify their slowness. But it can make a big difference in power level. IMO the card Necromancer's Stockpile was ruined by making the tokens enter tapped. Diregraf Ghoul was fine because he comes down early and it's only tapped for one turn, but anything involving a repeated effect should let the zombies come in untapped. I mean, imagine how much worse Bitterblossom would have been if the faeries came into play tapped. For recurring triggers it's a huge difference.
Somebody out there is going to love playing it with Doubling Season since it doubles both the number of +1/+1 counters and zombie tokens.
Also, I'm very glad that they didn't tack on the word "tapped" to the zombie tokens. They have this flavor meme of zombies entering tapped to signify their slowness. But it can make a big difference in power level. IMO the card Necromancer's Stockpile was ruined by making the tokens enter tapped. Diregraf Ghoul was fine because he comes down early and it's only tapped for one turn, but anything involving a repeated effect should let the zombies come in untapped. I mean, imagine how much worse Bitterblossom would have been if the faeries came into play tapped. For recurring triggers it's a huge difference.
Hit the nail on the head IMO regarding the tapped zombies of Innistrad. Compare that Necromancer's Stockpile to Call the Bloodline. It is cool that you get a card with the Stockpile, but the tapped part, the restriction on the discarded card type, and the higher mana cost for activation really hold it back....and that is a rare vs the Call's uncommon status *head scratch*
While I like this current card in question - I think the 6 mana is going to hold it back too much. But I really like it other than that. The one big creature splitting off into many smaller ones is cool. And frankly, you're trading 1 power and toughness for a 2/2 so that's value.
I'm afraid this guy will almost always be a 6 mana 2/2. he screams removal bait. but I like a necromantic summons with spell mastery on him. otherwise, its a big investment mid to late game that likely will never net you the whole 5 2/2's
I'm afraid this guy will almost always be a 6 mana 2/2. he screams removal bait. but I like a necromantic summons with spell mastery on him. otherwise, its a big investment mid to late game that likely will never net you the whole 5 2/2's
Yeah it gives me the immediate feel-bad feels. Like I mentioned; it would have been a much more playable card if the number of counters it gained was equal to the number of creature cards in your graveyard. At least then it could be really huge and flavorfully produce a zombie for each creature in your graveyard.
So, I'm a little late to this party, but I kinda like the simple fact that leaves *something* behind even in the face of removal. I dunno if its solid enough to see constructed play, but it definitely gets the brewers gears turning.
Perhaps with Gisa and Geralf? It is 6 mana, but if they remove it, it does leave a little something behind and you can just cast it again the following turn till it eventually sticks.
FOR STANDARD - Use it as fodder for Cryptbreaker. Generate zombie tokens. Use the draw ability from the zombies to get land ramp early. Also use Alms of the Vein to offset the life loss. Once you get to late game, if you haven't generated enough tokens to overwhelm your opponent, use Relentless Dead or Gisa and Geralf to bring it back. Let it get down to 1 or 2 +1/+1 counters and emerge it with Elder Deep-Fiend. Swing to win. Because it has such a high base cost, the emerge is super low cost. And with cards like Diregraf Collosus and Dark Salvation the amount of zombies you have should be enough to win. This is a turn 8 or 9 win though. Great against other aggro decks lacking board wipes.
Like all token gens, throw it Golgari with Doubling Season or Parallel Lives. Even Second Harvest works pretty well. Seems pretty good for limited, but takes work for constructed.
Private Mod Note
():
Rollback Post to RevisionRollBack
DECKS:
Commander:
Aurelia the Warleader - Combat Tricks and Swarm
Oloro, Ageless Ascetic - Lifegain/Lifedrain Pillowfort
Trostani, Selesnya's Voice - Token Assault
Meren of Clan Nel Toth - Reanimator Value
Mizzix - Out of the Box Spellslinger
Standard:
RB Madness Vamps
Casual:
Formerly Modern Elfball
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Noosegraf Mob 4BB
Creature - Zombie (Rare)
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, put a 2/2 black Zombie creature token onto the battlefield.
0/0
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Seems like a fun toy for Meren of Clan Nel Toth to play with....
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
hm now i need to find a nice spell to play or to wait until the opponent does it.
Scourge of Skola Vale and Cytoplast Root-Kin does already like this new guy.
Also, I'm very glad that they didn't tack on the word "tapped" to the zombie tokens. They have this flavor meme of zombies entering tapped to signify their slowness. But it can make a big difference in power level. IMO the card Necromancer's Stockpile was ruined by making the tokens enter tapped. Diregraf Ghoul was fine because he comes down early and it's only tapped for one turn, but anything involving a repeated effect should let the zombies come in untapped. I mean, imagine how much worse Bitterblossom would have been if the faeries came into play tapped. For recurring triggers it's a huge difference.
Hit the nail on the head IMO regarding the tapped zombies of Innistrad. Compare that Necromancer's Stockpile to Call the Bloodline. It is cool that you get a card with the Stockpile, but the tapped part, the restriction on the discarded card type, and the higher mana cost for activation really hold it back....and that is a rare vs the Call's uncommon status *head scratch*
While I like this current card in question - I think the 6 mana is going to hold it back too much. But I really like it other than that. The one big creature splitting off into many smaller ones is cool. And frankly, you're trading 1 power and toughness for a 2/2 so that's value.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
Yeah it gives me the immediate feel-bad feels. Like I mentioned; it would have been a much more playable card if the number of counters it gained was equal to the number of creature cards in your graveyard. At least then it could be really huge and flavorfully produce a zombie for each creature in your graveyard.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Perhaps with Gisa and Geralf? It is 6 mana, but if they remove it, it does leave a little something behind and you can just cast it again the following turn till it eventually sticks.
EDIT: (addendum)
Commander: Hazezon Tamar (GRW), Arjun, the Shifting Flame (UR), [Waiting on Amonkhet]
Tiny Leader: [Waiting on Amonkhet]
Peasant Dragon: [Waiting on Amonkhet]
Modern: Orzhova Spirits (WB)
Legacy: Burn (R)
Vintage: Bazaar Dredge (B)
Commander:
Aurelia the Warleader - Combat Tricks and Swarm
Oloro, Ageless Ascetic - Lifegain/Lifedrain Pillowfort
Trostani, Selesnya's Voice - Token Assault
Meren of Clan Nel Toth - Reanimator Value
Mizzix - Out of the Box Spellslinger
Standard:
RB Madness Vamps
Casual:
Formerly Modern Elfball