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Creature — Harpy Beast
When Cavern Harpy enters the battlefield, return a blue or black creature you control to its owner's hand.
Pay 1 life: Return Cavern Harpy to its owner's hand.
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Cavern Harpy Discussion
2 hours ago
Before actually playing the deck I was very focused on setting up a nice graveyard for Lazav using a bunch of wheel effects and looters. I also had a lot of evasive creatures included to ensure that Lazav would connect.
After playing the deck I think it works a lot better to just play the cards out without focusing to much about the setup for Lazav. As a result I cut down to just 2 wheel effects (I think) and no looters unless they are evasive creatures. I only run evasive creatures that I would not mind playing without thinking about Lazav (I still think Invisible Stalker is to good to not be included though).
The creatures that can protect Lazav are so much better then I ever thought they would be. It comes up every single game (multiple times) and it can really be a blow out when you are left with your (sometimes lethal) commander after people put in an effort to remove it, did some collateral damage and payed a price themselves. Cavern Harpy dodges everything (besides Take Possession which I have never seen played) but have the drawback of resulting in Lazav gaining summoning sickness when I replay him. I had a game where I played Lazav, someone tried to remove him (sometimes by killing the board) I would turn Lazav into Cavern Harpy to dodge. Then replay Lazav, new removal, harpy again, repeat for like 4-5 turns. Summoning sickness is a real draw back from Cavern Harpy but is non the less a really strong protection piece. Erebos, God of the Dead (and Thassa, God of the Sea when I manage to get one) can dodge a lot of removal without the issue of summoning sickness.
I've also found that this deck can do some really fast kills fairly easy when a little lucky. Simply playing Lazav on turn 2, Buried Alive on turn 3 to get Vector Asp, Phyrexian Dreadnought (and maybe Dimir Infiltrator) sets up for a kill on turn 4 on players who simply cannot block, and turn 5 with any evasion creature in the mix.
But in most games where we simply dont draw Buried Alive, just playing the deck more like a control deck is really fun and work well.
1 week ago
I noticed you don't have any library manipulation. Not trying to line up your draws?
Ronin Warclub is another auto equip. just thought it sounded fun summon your commander and boom here comes all the auto equip attach and then burn for good dammage. It's just hard to find the room.
Looter il-Kor is a good creature I don't see in your deck.
Cavern Harpy Is really good I cant recommend her more. Can keep her safe for 1 life and keeps returning a ninja to your hand
Have you tried Explorer's Scope before? decent cheap card that helps you not hit land. I'm going to test it.
3 weeks ago
Yeah he isn't perfect with Necrotic Ooze, however he is still fantastic if you do happen to play him from your hand for his interaction with the graveyard as a walker and you can still use him to win with Lab Man. I've been searching for cards building my own version with less infinite combos as i plan to play it on Xmage which is difficult to loop combos in a way that doesn't take forever. Some protection targets that i'm loving are Cavern Harpy and Thassa, God of the Sea. With thassa, if you don't have devotion, Lasav just turns into an indestructible enchantment which is very difficult to remove. And it has the activated unblockable to boot. This goes for all of the similar gods in those colors but thassa is the most mana efficient. I'll let you know of any more juicy cards i think of as i continue my search.
For the Training Grounds, unless i'm missing something in your sequence, i don't think it can reduce an activated ability cost to below 1.
3 weeks ago
+1 I've a soft spot for Dimir and cause the mention of Brago, King Eternal caught my eye as he's my very 1st EDH commander. I'm also a big fancy of funky innovative builds!
Cavern Harpy seems like a nice fit in this deck, allowing repeated bounce at a cost of 1 life.
I recently made a creatureless Yennett, Cryptic Sovereign deck and thought some of the top of library manipulation spells could come in handy in your deck should you want to strengthen this area.
Commander / EDH
SCORE: 16 | 18 COMMENTS | 833 VIEWS | IN 1 FOLDER
Dimir Machinations an underused, under-rated card. It's versatile as you can use it on yourself to rearrange the top of your library, use it on your opponent to control his next few draws, or act as a tutor for your key 3 CMC combo pieces like Arcane Adaptation or Words of Wind.
Sensei's Divining Top is awesome too if you've the budget for it.
3 weeks ago
@lamocomp1 I appreciate your enthusiasm for the deck already.
First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.
The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.
I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.
I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.
The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].
I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.
3 weeks ago
I think you can improve some of the evasive creatures you use for ninjutsu.
Looter il-Kor - you don't rely on him dealing combat damage anyway
Inkfathom Witch - I was playing it, but i have dimir zombies in my playgroup and it just does nothing against them
Prickly Boggart - same problem as witch
Cavern Harpy - how is it working for you? i feel the fact you can't sometimes drop it turn 2 sucks
All of them are evasive, but do smthing when you use them as ninjutsu fodder, except Tetsuko, which gives Yuriko and couple of ninjas unblockable.
PS Ninjas and Owls - my Yuriko version, similar idea, less budget:)
3 weeks ago
Anyway, super cool deck :)
1 month ago
I'd like to ask what's the budget you are working with. That way I can help a lot more with the deck. My own Yuriko deck costs around 200 but that's mostly because of 2-3 cards that are just overpriced.
With that said, one of the biggest issues ninjas face is getting back in your hand to do their ninjutsu again. Cards like Umbilicus and Blood Clock, and Cavern Harpy are powerful enablers I would highly suggest!