Last updated on February 5, 2026

Auntie Ool, Cursewretch | Illustration by Daniel Zrom
The new Jund commander (), Auntie Ool, Cursewretch from Lorwyn Eclipsed puts a fresh spin on -1/-1 counters in Commander. Instead of treating them as a downside, this deck turns every counter into value. Today, we look at a deck that totally breaks blight synergies.
Intrigued by what this Auntie has to offer? Let's dive into it!
The Deck

Necroskitter | Illustration by Jaime Jones
Commander (1)
Creature (37)
Dawnhand Dissident
Birds of Paradise
Delighted Halfling
Ignoble Hierarch
Blood Artist
Putrid Goblin
Zulaport Cutthroat
Gev, Scaled Scorch
Hapatra, Vizier of Poisons
Hexing Squelcher
Scuzzback Scrounger
Channeler Initiate
Devoted Druid
Melira, Sylvok Outcast
Quillspike
Dusk Urchins
Sephiroth, Fabled SOLDIER
Sinister Gnarlbark
Spitting Dilophosaurus
Necroskitter
Grumgully, the Generous
Evolution Sage
Generous Patron
Murderous Redcap
Massacre Girl, Known Killer
Skinrender
Soul Snuffers
Yawgmoth, Thran Physician
Wickerbough Elder
Kulrath Knight
Maha, Its Feathers Night
The Scorpion God
Village Pillagers
The Reaper, King No More
Carnifex Demon
Midnight Banshee
Mikaeus, the Unhallowed
Sorcery (5)
Reanimate
Black Sun's Zenith
Persist
Aberrant Return
Blasphemous Act
Instant (7)
Terminate
Assassin's Trophy
Grim Affliction
Fire Covenant
Putrefy
Deflecting Swat
Atomize
Enchantment (8)
Goblin Bombardment
Everlasting Torment
Blowfly Infestation
Nest of Scarabs
Rhythm of the Wild
Puca's Covenant
Grave Venerations
All Will Be One
Artifact (4)
Skullclamp
Sol Ring
Arcane Signet
Contagion Clasp
Land (38)
Arid Mesa
Blood Crypt
Bloodstained Mire
Boseiju, Who Endures
Canyon Slough
Cinder Glade
Command Tower
Dragonskull Summit
Exotic Orchard
Festering Thicket
Forest
Golgari Rot Farm
Ifnir Deadlands
Karn's Bastion
Karplusan Forest
Llanowar Wastes
Luxury Suite
Marsh Flats
Mountain
Nesting Grounds
Overgrown Tomb
Path of Ancestry
Polluted Delta
Rakdos Carnarium
Reliquary Tower
Rootbound Crag
Smoldering Marsh
Spire Garden
Stomping Ground
Sulfurous Springs
Swamp
Undergrowth Stadium
Urborg, Tomb of Yawgmoth
Verdant Catacombs
Vernal Fen
Wooded Foothills
Woodland Cemetery
Ziatora's Proving Ground
This deck is all about Jund, and it mixes black, red, and green to grind down your opponents slowly. The main plan revolves around an engine that piles -1/-1 counters onto creatures and cashes in on all those blight-style synergies for value. You arenโt trying to win at lightning speed here. Instead, the deck is built to play the long game, locking down the board while every creature death and counter placement pushes you further ahead.
Because of that, the deck sits firmly in Bracket 4 (Optimized). Itโs powerful, consistent, and packed with overlapping engines, but it isnโt trying to race the table on turn 2 or 3. Early turns are about setting up your pieces and establishing control. Once the engine is online, even small actions begin to snowball. A single counter can turn into cards, tokens, and life loss, and before long, the board is completely under your control.
From there, the deck can pivot cleanly into some truly nasty combo finishes. Infinite and near-infinite loops allow you to close the game in one decisive turn once opponents are worn down.
The Commander: Auntie Ool, Cursewretch
Everything in the deck revolves around Auntie Ool, Cursewretch. Its ability flips the normal downside of -1/-1 counters into pure upside. Whenever a -1/-1 counter is placed, you gain value: If it goes on one of your creatures, you draw a card; if it goes on an opponentโs creature, that opponent loses life.
Every blight effect, every wither creature, and every proliferate trigger either replaces itself or slowly drains the table. Instead of avoiding -1/-1 counters, the deck actively seeks to spread them as widely as possible.
Even your smallest plays contribute to the bigger plan. Over time, that steady pressure builds into turns that completely take over the game. With that foundation in place, the deck is ready to cash in on its payoffs.
The Payoffs
These are the cards that turn your -1/-1 counters into real rewards. They transform what is usually a big problem into the main strength of this deck.
Hapatra, Vizier of Poisons is one of the easiest and best payoffs here. Every single time you put a -1/-1 counter on any creature, you get a 1/1 snake with deathtouch. Your removal spells, blight effects, and even board wipes leave behind a bunch of bodies. Those snakes are great at blocking bigger threats and make people think twice about attacking you, and most importantly, theyโre perfect to sacrifice for other cool effects in the deck.
Nest of Scarabs takes that idea and supercharges it. Instead of just one token per creature, it gives you a token for each -1/-1 counter you place. Cards like Black Sun's Zenith, Soul Snuffers, or Carnifex Demon can easily make five, 10, or even more insects in one turn. This turns placing a bunch of counters at once into instant board presence and immediately gives you creatures for sacrifice loops.
The Scorpion God rewards you after the fact. Any time a creature with a -1/-1 counter dies, you draw a card. Since your whole plan is to shrink creatures before killing them, your removal basically replaces itself. Over time, The Scorpion God turns controlling the board into constantly drawing cards, which makes it super hard for your opponents to keep up.
The Reaper, King No More pushes that advantage even further by stealing creatures that die with -1/-1 counters on them. Suddenly, your removal doesn't just kill something, it permanently takes it for you. This forces opponents to really think about letting their creatures sit around with counters on them. Even though you can only do it once each turn, it slowly builds a huge advantage in longer games.
For a little aristocrat-style pressure, Blood Artist and Zulaport Cutthroat drain your opponentsโ life as creatures die. Since your deck naturally makes and sacrifices creatures all the time, these cards slowly bleed the entire table without getting much attention. Over several turns, they usually deal way more damage than you'd expect.
All Will Be One is a true finisher. Every time you place counters, especially a whole lot of them, it turns that action directly into damage. Big Zeniths, chains of proliferate effects, or repeating Yawgmoth activations can suddenly become lethal damage without you ever having to attack, so you can win games out of nowhere.
The Enablers
These are the cards that actually throw -1/-1 counters on the board and make the whole plan work.
Cards you can use over and over like Yawgmoth, Thran Physician, Carnifex Demon, and Midnight Banshee make sure counters keep showing up every turn. Yawgmoth is super important because it lets you trade extra creatures for cards and counters right away, which means you can react to things while still moving your own game forward.
Cards with one-time effects, like Soul Snuffers, Skinrender, and Grim Affliction, help you take control of the board early on. They weaken your opponentsโ threats, set off your other card abilities, and often give you bonus tokens or let you draw cards.
The blight cards, like Sinister Gnarlbark, Scuzzback Scrounger, and Dawnhand Dissident, are surprisingly good here. Usually, blighting your own creatures is a bad idea, but with Auntie Ool out, those counters let you draw cards instead. Gnarlbark especially becomes a sneaky card-drawing machine that reloads itself every turn.
Proliferate effects from Evolution Sage, Contagion Clasp, and Karn's Bastion turn a small counter into a huge problem for your opponent. Just one -1/-1 counter can quickly become two or three, finishing off creatures and triggering your payoff cards over and over. Evolution Sage is a standout because simply playing lands creates counter pressure, which makes your mana setup part of how you beat your opponent.
Interaction
The deck interacts smoothly while still supporting its main game plan.
Deflecting Swat acts as a safety valve. Once your commander is on the battlefield, it protects your most important pieces for free, which matters a lot in a deck that depends on a few key engines staying alive. Hexing Squelcher reinforces that plan by making it genuinely uncomfortable for opponents to target your board. When everything has ward, most players think twice before firing off removal.
Reanimation spells like Persist, Reanimate, and Aberrant Return make board wipes far less scary. Instead of resetting the game, you simply bring back your best creatures and keep applying pressure. Reusing enters effects and rebuilding quickly helps the deck stay ahead even through multiple sweepers.
Removal
Removal in this deck actively helps move your game plan forward.
Efficient spells like Assassin's Trophy, Putrefy, and Terminate take care of problem permanents without demanding much mana.
Fire Covenant is where removal really starts to shine. The ability to divide damage at instant speed is already powerful, but when Everlasting Torment is on the battlefield, that damage is dealt as -1/-1 counters instead. At that point, Fire Covenant does more than clear creatures. It fuels card draw, creates tokens, and drains life all at once.
Board wipes like Black Sun's Zenith and Blasphemous Act strongly favor you in practice. Your creatures are expendable, your tokens are easy to replace, and your payoffs reward you when things die. While opponents struggle to rebuild, you usually come out ahead on cards, board presence, and overall control of the game.
Win Condition
The deck wins in several overlapping ways. Aristocrat drains from Zulaport Cutthroat and Blood Artist can quietly end games. Infinite or near-infinite combos involving Yawgmoth, Thran Physician, Nest of Scarabs, Blowfly Infestation, or persist creatures like Murderous Redcap can outright kill the table.
Alternatively, All Will Be One turns every counter into direct damage, letting the deck close games without combat. Even large creatures like Maha, Its Feathers Night can function as backup finishers by shrinking opposing boards to nothing.
The Mana Base
The mana base is built to do two main things well: fix your colors early and give you useful tools later in the game.
For mana fixing, the deck leans on a strong fetch and shock package. Lands like Verdant Catacombs, Bloodstained Mire, and Wooded Foothills help you to find exactly the colors you need while they thin the deck and trigger landfall for Evolution Sage.
Supporting lands like Command Tower, Exotic Orchard, and Path of Ancestry further reinforce consistent access to all three colors.
Beyond fixing, the deck runs several utility lands that actively support the strategy. Nesting Grounds is especially important, letting you move counters around to reset persist creatures, finish off opposing threats, or squeeze extra value out of your engines. Karn's Bastion gives you a repeatable way to proliferate, turning spare mana into additional counters and extra triggers as the game drags on.
Urborg, Tomb of Yawgmoth quietly does a lot of work by smoothing out black mana requirements across the board, which matters in a deck with several black-heavy spells. On top of that, cycling lands like Canyon Slough, Festering Thicket, and Ziatora's Proving Ground give you flexibility, acting as lands early and fresh cards later when you flood out.
Combos and Interactions
This deck has many possible interactions, but letโs cover the ones that you need to know.
Infinite Combos
The cleanest combo is Devoted Druid plus Quillspike. Devoted Druid untaps by putting a -1/-1 counter on itself; Quillspike removes that counter to get bigger. This loop makes Quillspike huge, often ending the game for one player. With Auntie Ool, Cursewretch, the loop also provides almost-infinite card draw. If All Will Be One is out, the counter placement deals damage for a straight win.
Persist is the other major combo. The deck uses several โpersist breakersโ to negate the downside of persist, allowing creatures to return forever. Melira, Sylvok Outcast stops -1/-1 counters. Grumgully, the Generous gives non-humans a +1/+1 counter upon entering, canceling the persist counter. Gev, Scaled Scorch does the same if an opponent has lost life this turn. Mikaeus, the Unhallowed provides non-humans with undying, creating a return loop with persist.
Once a โpersist breakerโ is in place, you add a persist creature (like Putrid Goblin or Murderous Redcap) and a sacrifice outlet (like Goblin Bombardment). The creature is sacrificed and returns infinitely. Murderous Redcap is a clean kill with infinite damage. Putrid Goblin, with Blood Artist or Zulaport Cutthroat, drains the table with infinite deaths.
Blowfly Infestation combined with Nest of Scarabs creates an infinite loop: A creature dies with a counter, Blowfly places a new counter, Nest makes a token, and the cycle repeats. Hapatra, Vizier of Poisons can replace Nest to make snakes instead of insects.
Non-Infinite Combos
Not all combos are truly infinite, but many are close enough to win.
Yawgmoth, Thran Physician is a strong engine. Sacrificing creatures draws cards and places -1/-1 counters, which is good with Auntie Ool, Cursewretch. Adding token makers (Nest of Scarabs, Hapatra, Vizier of Poisons) and drain effects (Blood Artist, Zulaport Cutthroat) lets Yawgmoth loop sacrifices while stabilizing life. You draw much of your deck, stack counters on foes, and drain opponents.
A similar engine uses The Scorpion God, Blowfly Infestation, and Nest of Scarabs. Once started, this chain wipes small creatures, makes tokens, and draws a massive hand. It's optional so you can avoid decking, but it usually leaves opponents with empty boards and you with a full hand.
Some cards turn this setup into immediate pressure.
All Will Be One turns every counter into damage. Spells like Black Sun's Zenith, Soul Snuffers, or Midnight Banshee can deal huge damage without attacking, often ending the game instantly.
Everlasting Torment pushes this further by making all damage apply -1/-1 counters. Pings from Goblin Bombardment, combat damage, or Fire Covenant fuel the engine. Damage becomes counters, counters become cards, tokens, and life drain, and the deck spirals out of control quickly.
Over time, the deck grinds opponents down, buries them in card advantage, and eventually assembles one of its many infinite or near-infinite finishes to close the game.
Budget Options
If you want to bring the cost of the deck down without breaking its core game plan, there are plenty of strong budget swaps that still play nicely with Auntie Oolโs -1/-1 counter engine.
The biggest savings come when you cut premium lands. Expensive fetches and shocks like Verdant Catacombs, Arid Mesa, or Blood Crypt can easily be replaced with slower but reliable options like Evolving Wilds, Terramorphic Expanse, Savage Lands, or the โtangoโ lands like Smoldering Marsh and Cinder Glade. These enter tapped more often, but in a grindy deck like this, that downside is very manageable.
For mana acceleration, you can replace expensive dorks like Birds of Paradise or Delighted Halfling with Llanowar Elves, or Elves of Deep Shadow. You lose a little flexibility, but you still ramp early and stay on curve.
High-end interaction like Deflecting Swat and Hexing Squelcher can be swapped for cheaper options that still protect your board. Bolt Bend does a great Swat impression for 1 red mana when Auntie Ool is in play.
Expensive removal like Boseiju, Who Endures or Atomize can be replaced with staples like Beast Within, or Nature's Claim.
Cards like Yawgmoth, Thran Physician and Sephiroth, Fabled SOLDIER are powerful but expensive. On a budget, you can replace them with smaller pieces that cover the same roles. Grim Haruspex, Midnight Reaper, and Moldervine Reclamation all provide steady card draw when creatures die, which fits perfectly with the deckโs sacrifice-heavy gameplay.
If youโre missing Yawgmothโs sacrifice outlet, Viscera Seer or Carrion Feeder fill that role cheaply.
If All Will Be One is out of reach, Obelisk Spider is one of the best replacements. It turns every -1/-1 counter into life drain, which adds up fast in this deck. Massacre Wurm is another strong finisher that punishes wide boards and often deals massive chunks of damage when creatures die.
Other Builds
Auntie Ool, Cursewretch is far more flexible than a straight combo commander. While the deck can absolutely go infinite, its ability naturally supports several other playstyles that still revolve around -1/-1 counters.
If you like to turn opposing creatures into useless bodies and then swing in for damage, stompy debuffs and wither beats are right up your alley. The plan here is simple: Weaken everything your opponents play, then attack while they struggle to block.
This build uses creatures with wither or infect, like Stigma Lasher, Boggart Ram-Gang, and Phyrexian Vatmother, to shrink enemy creatures permanently through combat. You also lean on efficient threats that come with built-in -1/-1 counter drawbacks, like Channeler Initiate and Baleful Ammit, which Auntie Ool happily turns into card draw and extra value.
This slower infect version of an Auntie Ool deck wins by getting a few poison counters on opponents early, then locking down the board while those counters slowly build up. Creatures like Ichor Rats and Phyrexian Crusader get the poison started and fit naturally into the -1/-1 counter theme. Phyrexian Hydra adds pressure by turning damage into -1/-1 counters, making it hard to remove and perfect for this strategy.
From there, the deck shifts into control mode. Crumbling Ashes picks off any creature that has a -1/-1 counter at each upkeep, while Night of Souls' Betrayal weakens the entire board and makes it even easier for your effects to finish creatures off. You donโt need to attack much once things are set up. Proliferate cards like Evolution Sage and Karn's Bastion slowly tick poison counters higher every turn, often without ever entering combat. Inkmoth Nexus adds a sneaky angle to the plan, giving you an infect threat from a land thatโs hard to interact with.
If you want to push Auntie Ool toward a more competitive direction, the deck can be tuned into a streamlined combo list. The mana base becomes leaner and faster, relying on cards like Mana Vault, Chrome Mox, and Mox Diamond to accelerate Auntie Ool or key combo pieces ahead of curve.
Tutors become a major focus here. Cards like Demonic Tutor, Vampiric Tutor, Worldly Tutor, and Gamble dramatically increase consistency and allow you to assemble combo pieces quickly.
In this version, the deck leans heavily into compact combos like Devoted Druid plus Quillspike, persist loops with Mikaeus, the Unhallowed or Grumgully, the Generous, and counter-based kills using All Will Be One. Auntie Ool still provides value, but here it mainly acts as a card engine and damage enabler while the deck races to close the game.
Commanding Conclusion

Blowfly Infestation | Illustration by Caio Monteiro
This deck takes the concept of regular Yawgmoth shells and elevates it to another level. This is perfect for a Commander Bracket that isn't trying to compete at the highest cEDH tables but still wants to play with all the cool infinite combos it can run.
What do you think? What changes would you make to the deck to tune it up or down for different brackets? Let us know in the comments or on the Draftsim Discord.
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2 Comments
I really enjoyed the deep dive into Auntie. Mana Crypt is not legal tho…
Thanks, think that’s supposed to be Vault, not Crypt.
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