Cloak and Dagger
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it.
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Cloak and Dagger Discussion
2 days ago
Got a hold of Living Death, so that's in for Cloak and Dagger. I think Cloak was just a bit too gimmicky, more often than not Grenzo would already be on the battlefield so casting this for and equipping for just felt bad. The +2/+0 was kind of nice, but it only really mattered if I hit Flayer of the Hatebound because that's the only creature with power greater than 3 (and I almost always cast Grenzo for X=1). In the future I think Lightning Greaves has a place in this deck for the shroud ability at a much cheaper cost.
In other news I did some more play testing at my LGS and found In Garruk's Wake to be pretty good so far. I often have a lot of creatures out by virtue of Grenzo so keeping them around has proven useful. The added ability to kill planeswalkers I'm liking as well. By that same stroke Caged Sun has not proven to be quite as good as I had hoped, mana is a lot and I don't have any way to cheat out big artifacts. That said, a friend suggested Scrap Mastery which may be worthwhile, considering I'm running 26 artifacts that frequently get binned from Grenzo. Alternatively maybe putting in Arcbound Reclaimer for Myr Retriever might be worthwhile, I'm not sure.
Lastly, in a previous comment I misinterpreted the tribe of Shapeshifter to all have the Changeling ability (which they do not), only Taurean Mauler has this ability. I regret the error.
3 months ago
Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help
Changes to enchantments (+)
- +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.
Changes to enchantments (-)
- -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here
Changes to instants/sorceries (+)
- +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU
Changes to instants/sorceries (-)
-1 Hideous Visage again no need to make your creatures hard to block they already are.
-2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.
-1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.
-1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.
-1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.
-1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal
-1 Sorin's Thirst see nameless inversion
-1 Wring Flesh see nameless inversion
-2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.
Changes to creatures (+)
+4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.
+1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.
+3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.
+1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.
+1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.
Changes to creatures (-)
-1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)
-1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying
-2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.
-1 Marsh Flitter too expensive for a lack luster effect
-1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it
-1 Nightshade Stinger again doesn't do much can't even chump block big creatures
-2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it
-1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.
Changes to artifacts (-)
-1 Cloak and Dagger scion of oona does this better
-1 Coat of Arms to expensive and they're better buff cards already suggested
Changes to lands (+)
+2 Watery Grave
Changes to lands (-)
3 months ago
12/12/16Picked up some new cards:
Ingot Chewer > Tuktuk Scrapper Although I can't evoke it for , it is easier to hit off Grenzo, Dungeon Warden because it only has 2 power, it's ETB is a may ability meaning I don't have to accidentally destroy my own artifact, it deals damage plus there is 1 other ally and 3 shapeshifters who can also trigger his ability.
Mindmoil > Possibility Storm Mindmoil seems nice in theory but it's expensive to cast and doesn't really do too much as I'm not often casting stuff out of my hand. Possibility Storm is my protection against board wipes. It also benefits me as I frequently have high casting cost creatures I can 'cascade' or, more commonly, am just activating Grenzo instead of casting cards from my hand.
Flameshadow Conjuring > Trading Post Flameshadow never really did much for me, it was basically a second, more expensive, copy of Panharmonicon. Trading Post on the other hand has so much utility in one card. Most importantly it can get my artifacts back from the graveyard but also is a sac outlet, discard enabler, and draws me cards. What's not to love?
Fanatic of Mogis > Crypt Ghast Fanatic was one of only two cards which had power 4 or greater (the other being Flayer of the Hatebound). While Flayer is obviously very powerful in this deck, fanatic was just a weak Gray Merchant of Asphodel. Crypt ghast is a all star here. Hitting him on endstep and untapping to double is amazing, the extort may be relevant too.
Noosegraf Mob > Caged Sun The problem with Noosegraf was that it always felt bad casting him for as there was so much more I could be doing with that mana, if I had that much at all. What's the solution to that? Mana doublers seems good. I know this is a two coloured deck so it's not as good, but the +1/+1 counters on my creatures (especially Grenzo, Dungeon Warden are quite powerful too. I'm liking this inclusion so far.
Mountain > Drownyard Temple Given adding Crucible of Worlds would literally double the cost of the deck, this is my budget alternative. I haven't really found myself to be colour screwed so going down a mountain for something I can recur if it gets hit by Grenzo seems worthwhile.
Epochrasite > Godo, Bandit Warlord Epochrasite certainly was cute and I really liked him, unfortunately being a vanilla 4/4 at best is kind of weak. Godo, on the other hand is unreal. He can be hit by Grenzo, and tutors for an equipment fetching me Illusionist's Bracers or Cloak and Dagger both of which make the deck work a lot smoother. The extra combat phase also plays hilariously with our 3 shapeshifters, essentially giving them double strike or vigilance. I plan to eventually add Darksteel Plate in this deck which will probably the primary target.
Cards I'm still looking to add if I can find them cheap:
Darksteel Plate - Having to recast Grenzo is a pain, hopefully this remedies that
Living Death - 1 part board wipe, one part come back mechanism. Count me in
Solemn Simulacrum - ramp, card draw, 2 power need I say more?
3 months ago
Go for it, CrazyDanPsycho! B/R Goblin Tribal is as potent with Grenzo as it is with Wort, if not better. Grenzo is considered strictly better and you dont even have to come close to optimizing his ability for it to be useful. Grab a Reito Lantern, a Heartstone, and a Cloak and Dagger. Then fill the deck with the good goblins, add some red and black goodstuffs, add some commander staples, and you're off to the races.
5 months ago
I don't like Loxodon Warhammer. The costs just seem high, and it's clunky with Cloak and Dagger. Some alternatives could be: Whip of Erebos and Homicidal Seclusion. Whip would be sweet with Royal Assassin! And homicidal seclusion could be surprisingly good.
6 months ago
6 months ago
Thanks for the suggestions everyone. Please keep them coming. They are greatly appreciate.
wahnschatten, the costs for Cloak and Dagger and Mask of Avacyn to cast and equip (5) seems a bit high. But you are right, I definately need to get some more protection for Yasova. Safe Haven does help me with the sac as it returns the card to it's owner's control, not mine. Synod Sanctum,Culling Dais and Shivan Harvest have low sac costs. I REALLY like your suggestion of Karn, Silver Golem. He's going to be a definate add. Kamahl, Fist of Krosa for stealing lands seems interesting as well.
crucif3r, excellent suggestion. It will allow me to tailor the creature out based on how the game is going.
Going to remove some of my higher cost sac outlets (such as Nephalia Smuggler as it is difficult to get them off after I play a card, pay 3CMC for Yasova, and then another 4 to keep them. Going to try and utilize some cheaper sac outlets to get benefits for sacing them.
6 months ago
Oh thanks for the early suggestions! All recommendations are absolutely legitimate, however I am currently looking for what I really need and maybe some fun effects to begin with. At the moment, all my creatures have a maximum power of 4 and I am not sure if that is enough to win a beatdown strategy. Value cards such as Butcher of Malakir, Grave Titan, Harvester of Souls, Wurmcoil Engine would be so much fun to free from the dungeon, however I don't want to overcommit into bombs and playing an expensive X-cost Grenzo. Maybe a Cloak and Dagger can help here, though I can not rely on drawing it.