Hello and welcome to Daily Commander!

Today we are going to be talking about The Necrobloom!

The Necrobloom is a four mana 2/7 with a Landfall ability that whenever a land comes into play under your control you make a 0/1 Plant creature token, but if you control seven or more lands with different names than you make a 2/2 Zombie creature token instead and lands in your graveyard have dredge 2.

I won’t lie, I was working on a different Daily Commander blog that I wasn’t feeling (a topic for another day) and wanted to take a look at something that came along better.

The Necrobloom is a Field of the Dead on a creature, but it has the upside of still making tokens before we get to the ideal Zombie making step. We also have the additional use of having the ability to recycle lands via dredge.

Now, the hardest part is figuring out getting seven differently named lands onto the battlfield.

I know that fetch lands would be the most ideal way to get this done, but I know that not everyone has access to the fetches so we have to be a bit more creative.

Circuitous Route is the sort of land ramp that is effective for this sort of deck because it allows us options in what we can search. We can search for basics and Gate cards, which helps us achieve the different names quota we are looking for.

There are also cards like Dance of the Tumbleweeds and Cosmium Confluence that searches for Deserts and Caves respectively, while also being modal for different use cases.

If the concern from having tapped lands is too much, then we also have cards like Spelunking which not only ramps us even more and draws us a card, but also has our lands come in untapped.

While not everyone has access to fetches, there are other options for lands for us that gets us basics.

The cycle of lands that came from Street of New Capenna that sacrifice themselves, gains a life, and fetches a basic to the battlefield tapped are ideal candidates because they can trigger the Landfall ability twice.

We also have the option to look for snow basics, which are basic lands for the sake of these lands while also having different names from other basic lands.

To talk on snow for a moment, we also have Into the North which works as an unconditional snow land tutor, which means the snow dual lands from Kaldheim are also on the table.

Any of the New Capenna lands can provide more uses when paired with dredge, meaning we can get an additional double Landfall trigger. Then if we mill a land that we need, we just dredge that one instead.

Ideally we should be getting a large number of Landfall triggers to make the Zombie tokens, but what if we got better value than a 2/2? Divine Visitation does offer a better proposition.

Having a large army of flying 4/4 Angels with vigilance does sound significantly better, in my opinion. There aren’t many ways to completely replace the tokens that we make, so once we play Divine Visitation, we need to be ready to make a lot of tokens.

Green is replete with ways to get lands on the battlefield, so if we can hold a few of them before we play Divine Visitation and start going ham, then we are in business, especially if we have Spelunking.

This turns a go wide Landfall strategy that focuses on Zombies into one that focuses on Angels. Pair that with ways that benefit creature tokens, like Rhys the Redeemed to make copies of all of our Angels, or Sandstorm Salvager to buff our Angels while also giving them trample, then we have a very lethal swarm on our hands.

Having green and black also allows us to return cards from our graveyard to our hand, or even onto the battlefield. Spirit-Sisters’ Call can help us bring enchantments onto the battlefield if we mill them from dredge.

If we can fit it into the budget Concordant Crossroads to give all our creatures haste. If that is a bit out of the budget, then Ulvenwald Oddity’s transformed side of Ulvenwald Behemoth can function the same way while also buffing our creatures and giving them trample as well as haste.

While The Necrobloom is very much a kitchen sink sort of Commander, it does still allow for some flexibility in how we can direct the deck building.

Thank you for reading, see you tomorrow for the next Daily Commander!

Peace,

From, J.M. Casual

2 responses to “Daily Commander: The Necrobloom”

  1. I don’t really like landfall as a Commander archetype as it feels like things get far too same-samey with it. Though WBG as a colour combination rather than UG does add a point of difference. (Actually: can you do a non-green landfall deck? Hmm).

    In regard to fetches though, with MH3 still fresh now is a slightly more reasonable time to jump on them if you need them. Finally grabbed some playsets for Premodern myself. But I will make an argument for the Mirage cycle for budget builds, or for decks that really want stuff in the graveyard or extra triggers. Definitely want to have Grasslands in this hypothetical build.

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    1. Landfall does tend to follow the same play patterns, which is why I tried to give the additional go wide variant with Angels to close out the game. It is hard to do Landfall without green because they have the most efficient ramp, but I don’t think it’s impossible, some further research is needed.

      The ally fetches are a decent price now so if people can get them then I would highly encourage to do so, though I like to present alternatives if even the comparatively lower price is still too much for some people. Which is why I feel a bit goofy for not mentioning the Mirage lands, which is effectively a fetch land that enters tapped, but this deck is considering Spelunking to avoid that issue. Not only that but they still count as colorless so any deck that has those land types can use them, so you could technically use all of them.

      Brain don’t work to good sometimes lol.

      It does make me wonder if they’ll ever finish the cycle of tapped fetches, probably too strong for Pioneer and Standard, but maybe a Modern Horizons?

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