Quote from Rhystic
just tried out WeaponX (bdi parfait) decklist for an online tournament. went undefeated even though I never used it before. this deck is real. O.o
Quote from hurlman81 Thanks for all your help on this everyone, especially WeaponX. I think he may be one of the more under appreciated brewers in the community.
Quote from SoundReason »
Also, what do you all think of the possibilities Khans opened up for Delve in Pox? Specifically, these cards stand out as playable:
Somewhat an upgrade over Spinning Darkness? Upsides include ability to kill black creatures, and ability to kill things with toughness > 3 (mostly 'Goyf, maybe opposing Tombstalker).
Any chance this is better or en par with Tombstalker? Being able to keep shooting things could be relevant.
Quote from SoundReason »Hitoshura:
I think that Necroplasm is a good card, but it has two really big downsides stapled to it, as compared to Nether Spirit.
First, and most importantly, is that Nether Spirit costs ZERO mana 9 times out of 10. Given that Pox has a tendency to destroy our own lands with our spells, having a threat that comes back every turn, for free, is a pretty big deal.
The second issue is that, in order to dredge the Necroplasm, you also have to not draw a card. This is also a big issue, because sometimes you need a blocker and to draw cards that keep advancing your board state.
Take two different game states: one where you have 3 lands and a Necroplasm, and your opponent has 3 lands and a 5/6 Tarmogoyf. Let's say the Tarmogoyf represents lethal, and you have to block it. This means that for every turn for the rest of the game, you need to dredge your Necroplasm, and then spend all 3 of your mana just to cast it. You will never win this game without taking a chance on not dredging, and instead hoping to hit a relevant card off the top of your deck. At best Necroplasm will slowly lose the game for you, and in a sense you will be "Necroplasm locked."
Take the same scenario, but replace the creature with Nether Spirit. Now, you've got a blocker, for free, every turn, and are free to draw off the top of your deck while you look for a permanent answer to the Tarmogoyf. You can wall that 'Goyf all day, and still be able to draw through your deck looking for relevant spells. Necroplasm just doesn't give you that option.
Ultimately, Necroplasm is a good creature and idea, but I think the marginal utility is far too low compared to what Nether Spirit brings to the table.
Edit: The only place I would see Necroplasm doing good work is against a matchup that is already good for this deck. Against U/R Delver, you would kill their Elemental tokens and Insectile Aberrations on zero (turn 1), their un-flipped Delvers and Swiftspears on one (turn 2), and their Young Pyromancers on 2 (turn 3). Even then, I'd rather just board in Engineered Plague on Humans and watch them weep. Ditto for the Elves, Goblins, and Merfolk matchups.