Cavern Harpy

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planeshift Common

Combos Browse all

Cavern Harpy

Creature — Harpy Beast

Flying

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

VD_D on Can we fix it? Well, Wizards can't... (Mairsil)

4 days ago

I am certainly adding Quicksilver Elemental - I completely skimmed over this card; I didn't take into account that it can target itself. I will also add Pili-Pala and Basalt Monolith.

I do have to admit I am not a big fan of infinite combos for the sake of infinite combos. Before anyone points out I am a hypocrite, I like the way Mairsil operates, because whilst the infinite combos are almost inevitable, the deck has a lot of utility and interaction, i.e. it is not a deck you play solitaire with.

That being said, Sage of Hours also works with Phyrexian Devourer (not as an infinite, but one extra turn is pretty dank anyway). Anthroplasm is pretty good even without the Sage of Hours combo - it has quite a lot of potential with Pestilent Souleater.

Although I might add Nim Deathmantle (I didn't add it into the maybeboard T_T), I feel like adding Mindslaver is only really good when wrapped up into that one combo, and mediocre otherwise. Until I'm convinced that there is nothing better to add, I won't add it.

The reason why I want Lightning Greaves is less for the shroud (Mairsil, the Pretender is really hard to kill even without shroud) but more because it is a free source of haste, which is useful with Deadeye Navigator. E.g. Deadeye Navigator + Gilded Lotus on Mairsil + Lightning Greaves is another infinite mana combo.

As an aside... I think this deck looks a lot better on paper than it is in practice. It really, REALLY suffers from having a combination of no creatures on board and not intending to win on turn 4-5. Similarly, smart opponents can work around Mairsil's failsafes - as much as I like to think that Cavern Harpy makes him close to untouchable, since you can only activate the ability once, two opponents dropping removal on him is devastating. And let's face it: this deck has quite literally nothing without Mairsil. I ran a test game (using 95 cards... should add them), where Mairsil got Nevermore'd... Yeah.

gmaceron on Let's Rage Cage Bro! - Mairsil Artifact Combo

1 week ago

Nice deck! Consider using Cavern Harpy for bouncing Mairsil without mana. You can also use it to bounce with it's ETB, truly a gem that not many have noticed.

Currently my list has no combos, I might use some of yours. Good job so far!

Winterblast on Aluren Allure

2 months ago

A deck that uses the effect of alluren best would aim at getting the infinite loop with Parasitic Strix and Cavern Harpy. It can be tutored up from nothing by casting Recruiter of the Guard, who gets Man-o'-War. Of course Aluren should be 4 times in a deck based on the card ;)

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

3 months ago

CHANGELOG 08/05/17

Additions:

Cuts:

Potential cuts (not removed, waiting your feedback):

Notes:

Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!

I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.

Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.

/N

Nightange1 on It's a NINJA PARTY

3 months ago

Baleful Strix, Shadowmage Infiltrator, Cavern Harpy, Thalakos Seer all good creatures to have that are cheap to grab.

Rite of Replication targeting your commander you will deal 30 damage to each opponent.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

3 months ago

Thinking a bit about how to make UB artifacts flex a bit into R and G without forcing it. Esper is already there, I think. Came up with these additions:

Sultai:

Grixis:

Other good Artifacts that dont require you to build around:

Misc

Removed:

Other potential cuts (not removed):

  • Lieges. We could keep the UW one if we wanna do UW fliers, and we could keep the WR one to give tokens a bit more edge. Could also keep Creakwood Liege for sac fodder in GB
  • Cavern Harpy We dont have a deck for it
  • Boros Charm Its a bit too narrow
  • Lexivore This is going to be a pain in the ass in complex board states.

General notes: we have way too many indestructible creatures. Lets tone it down a bit.

/N

VesuvanDoppelbanger on My Vela deck

3 months ago

Cavern Harpy is nice for recurring your commander ability and abusing ETB effects.

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