Deadeye Harpooner

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Aether Revolt Uncommon

Combos Browse all

Deadeye Harpooner

Creature — Dwarf Warrior

Revolt — When Deadeye Navigator enters the battlefield, if a permanent you controlled left the battlefield this turn, destroy target tapped creature an opponent controls.

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Deadeye Harpooner Discussion

Ryjo on Shrap Blast in AER

1 week ago

Mechanically, Shrapnel Blast works very well with Revolt. However, the designers might have felt that it did not work thematically with Revolt. Outside of Deadeye Harpooner, Fatal Push, and Vengeful Rebel, all the Revolt cards 'create' something (life, +1/+1 counters, card advantage, etc.), so it may have struck them as incongruous to put Blast in the set.

KirbyofSauron on Poor Mans Cat Combo

2 weeks ago

I'd love to see a copy or two of Deadeye Harpooner in the deck. Also, I highly recommend 1 Wastes in the deck so you can search it up for Displacer if need be.

whompkin on Revolting Servo Aggro

2 weeks ago

First FNM Result 1/2.

Round #1 vs UB control 0/2. Both games on the play, mulled to 6, probably probably should have mulled to 5. Slow starts allowed op to setup. Both games died to a combination of Ob Nix ultimate and Torrential Gearhulks.

Round #2 vs BW vampires/control 2/0. Game #1 Started out with 2 Hidden Stockpiles, removed kalitas with Fatal Push and drana with Deadeye Harpooner, before playing Call for Unity and Angel of Invention to finish off. Game #2. Creatures kept getting removed until we were both top drawing. Opponent had Noxious Gearhulk, Gifted Aetherborn and 2 Authority of the Consulates. I had at least 3 untapped servos, 3 Hidden Stockpiles and Yahenni, Undying Partisan. Each turn I'd double block the gearhulk with yahenni + servo, then block the aetherborn with a servo and sac before damage. Each turn I'd get my servo's back and scry, with op gaining 6 life. Op cast Fumigate, I saced to scry a creature to topdraw, yahenni became a 4/4. Op on ~50 life; I'm on 8. Cast creature then saced to get servos, removed an authority with Angelic Purge then found a Call for Unity and managed to grow my servos to 4/4s just in time before op drew Yahenni's Expertise.

Round #2 vs UW spirits 0/2. Round #1 racing until op played Always Watching and could block all my servos. Played Angelic Purge to remove the enchantment, but got countered by Mausoleum Wanderer. Round #2 swinging with Aethergeode Miner and Aether Poisoner to create servos each turn. Op got Always Watching . I had Eliminate the Competition, which would have been great if op didn't have Selfless Spirit in play.

vbfabled on Flicker Counter Revolt

1 month ago

I like this deck! I wish more people would build casual decks, rather than $300 competitive ones.

A few suggestions I think may help you out:

Some good flicker/blink cards to consider are Momentary Blink and Eerie Interlude.

You should also consider including more planeswalkers if you're running things like Ajani's Comrade and Oath of Nissa. Tamiyo, Field Researcher, Ajani, Mentor of Heroes, and Ajani Unyielding seem particularly good for this deck, although they're all a bit pricey, so I'd get if you didn't want them.

I'd also consider Oath of Ajani in here.

I also might take out some of the unblockable guys you have for some more revolt stuff, like Greenwheel Liberator, Call for Unity, and Deadeye Harpooner.

Also, instead of Transguild Promenade, I'd just run some Seaside Citadels.

Jimmy_Chinchila on Is Revolt a failed mechanic ...

1 month ago

We have a decent way to trigger it in flicker. Felidar Guardian clearly, but also things like Eerie Interlude.

And even junk like Terrarion allows you to cast any 2-drop revolt creatures of any color turn 2, draw a card, and add artifact type to delerium. For example that's a Hidden Herbalists into an Unbridled Growth and a Narnam Renegade, netting a 2/2, 2/3 deathtouch, and a color-fix next turn that you can then sac after tapping to draw and trigger another revolt, and add to delerium if that's your thing. Busted, just hasn't been given the attention of the pros and the eternal web of net-deckers. Throw in some Traverse the Ulvenwald and maybe some Blossoming Defense and you got a decent little budget FNM deck. Add for the Felidar Guardian and Renegade Rallier and some Deadeye Harpooner and Eerie Interlude out the side.

abby315 on Is Revolt a failed mechanic ...

1 month ago

Revolt is fine. I'd totally disagree with joshuaizac; compared to things like Fabricate, Radiance, Outlast, etc, where the only cards that had it were limited playable at best, Revolt is some SERIOUS value on playable creatures: Vengeful Rebel, Renegade Rallier, Deadeye Harpooner, Narnam Renegade, and even things like Hidden Herbalists and Greenwheel Liberator are absolutely value cards.

What's NOT value about Revolt, and why it's not played much in standard, is that there's not many good ways to trigger it right now, AND we're not playing in a standard where fair value decks are playable because of combo (Snek + Rishkar) and infinite combo decks. If we had fetchlands in this set, or some other imminently playable things where you aren't 2-for-1ing yourself, it would be a different story by FAR.

I just want to really stress that Wizards did not do what they usually do with potentially powerful effects: putting them on unplayable cards. These cards are all playable bodies with a super upside if you can get the ability off.

This means I basically agree with above: it's way too early to judge.

Team_KLK on Tamiyo's Friends PPTQ 1-29-17

1 month ago

I do not have a good reason to play/not play Narnam Renegade, best I can see it is being a 2 of in place 2 Deadeye Harpooner.

With a PPTQ coming up Sunday I keep bouncing between this deck and my other Tamiyo's Ultimate Team

adanlaj on W/B WIP

2 months ago

I like the aggro nature of the deck. What about adding an Authority of the Consulate to the main board for two reasons. The first is that it will help with the aggro strategy. Any creature your opponent plays will not be able to block that turn. The second is that it helps you against the saheeli twin.

There is also Hidden Stockpile, which might make way for an aristicrat approach. Especially when used with Zulaport Cutthroat and Ayli, The Eternal Pilgrim.

I am interested in your choice of running Grasp of Darkness over Fatal Push. Grasp hits everything with 4 or less toughness but requires double black. Push can hit 4 cmc creatures if you have a good set up for revolt, which it looks like you do. You have Ayli, The Eternal Pilgrim, Aethergeode Miner, and Thraben Inspector that can all lead to a permanent leaving the battlefield to trigger revolt.

What about Deadeye Harpooner? As stated earlier, I think you have enough for a revolt mechanic. This might allow you to get some removal attached to a decent body.

Why is Gideon not mainboarded? He is a perfect finisher. Unless you plan to play game 1 as an aggro and then go game 2 for a control. I think the better set up is to go control game 1, then go aggro game 2. Game 2 is always faster.

Also, what about splashing green for Renegade Rallier? I know it's a third color, but all of your creatures are currently under 2 cmc and this would allow you to pull back any of them.