Creature — Cleric
Flash (You may cast this spell any time you can cast an instant.)
When Deceiver Exarch enters the battlefield, choose one ---
Untap target permanent you control
Tap target permanent an opponent controls.
Printings View all
|Commander Anthology (CM1)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|New Phyrexia (NPH)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Deceiver Exarch occurrence in decks from the last year
Latest Decks as Commander
Deceiver Exarch Discussion
2 weeks ago
Hi. Saw you asking for advice on the Animar Discord but didn't want to clog up the channel so I figured I'd leave some comments here. I'll try to focus on more budget friendly changes since you already know about the more expensive recommendations.
The first thing that stands out to me is that you've doubled down on a lot of redundancy of similar effects to make your combo options more consistent. Since you don't have Imperial Recruiter and Weird Harvest, I can see why you would do that for a more casual meta. What has happened though is that you have filled up slots that would normally go to the other cards that help Animar function faster. A number of cards could be trimmed out to put in important lower-curve cards.
To start with, you actually have too many combos in the deck that are clogging up cards slots. You already have Ancestral Statue + Walking Ballista, which is Animar's bread and butter. Competitive decks generally focus on assembling that as quickly as possible and protecting the combo.
The typical secondary combo line in cEDH Animar is the Kiri-Onna loop, but that requires you to put a lot of money into your mana base to make sure nearly all you lands produce blue mana for maximum efficiency, so lets skip that for now.
Another backup combo is Barrin, Master Wizard/Temur Sabertooth + Dockside Extortionist, which you already have. Barrin is generally favoured because of its versatility, but the Sabertooth works too and the combo can potentially produce infinite mana without Animar. The combo works well in the cEDH meta because of all the cheap mana rocks and enchantments that get played, but there's a chance it won't be as consistent in more casual metas.
In addition to the main combos, you often see Purphoros, God of the Forge as a backup kill condition. Since you have that too you are fairly well set for win-conditions.
On top of that though, you also currently have the Kiki/Twin combo package, Cloudstone Curio with a couple morph creatures and eldrazi, Deadeye Navigator + Peregrine Drake + Acidic Slime, and Oracle/Labman to win by decking off of "enchantress" effects like Beast Whisperer. You honestly don't need all of that. Some people may run Thassa's Oracle as an option for when damage might not win the game, but the rest could be heavily trimmed to make room for other important ramp and interaction.
So, cards to cut:
Deadeye Navigator is an easy cut. The higher cmc creatures clog up opening hands and force more mulligans. Cloudstone Curio can't be tutored for in your list, which makes it unreliable. Taking that out makes Ulamog, the Ceaseless Hunger unwanted. That leads to taking out Nettle Drone and Thought Harvester because they are just redundant effects that you already get with Ballista and Purphoros. Laboratory Maniac can come out because it will generally be a more fragile Thassa's Oracle. You could take the oracle out too because there are ways to just bounce and kill with Ballista, even when you are being forced to draw cards off of Glimpse of Nature or Beast Whisperer. I can see why you might want to leave that one in though.
The Kiki/twin package takes up a bunch of slots with cards that don't really do a whole lot on their own except for Kiki-Jiki, Mirror Breaker, which some people think is too unwieldy to cast consistently because of the RRR in its casting cost. Splinter Twin isn't tutorable in the deck, so it's unreliable. Bounding Krasis and Breaching Hippocamp are just redundant bodies that don't even have the same versatility in their effect that Pestermite and Deceiver Exarch, and even those can be a little lack-luster.
If you aren't looking to take all the unnecessary combos out, I can see leaving some of the Kiki stuff in as a 2-card combo that isn't reliant on Animar. Just Kiki, Pestermite, and Deceiver Exarch on their own is enough. If you want to double down on it a bit though, you can consider putting in Zealous Conscripts. With the Conscripts, you can open up a 1 turn combo line with Vannifar.
- Tap Prime Speaker Vannifar -> sac Glen Elendra Archmage -> Archmage returns to the battlefield because of persist -> get Zealous Conscripts and untap Vannifar -> tap Vannifar and sac the Archmage again to get Kiki-Jiki, Mirror Breaker to combo with the Conscripts. Birthing Pod can also work in place of Vannifar.
Other cards worth cutting are Guardian Project (can't be tutored or cost-reduced), Soul of the Harvest (expensive and Primordial Sage is better), Vigean Graftmage (don't have enough +1/+1 counter synergies for this to be worth the slot), Farhaven Elf (better off with a 1 CMC mana dork), Solemn Simulacrum (better off with a 1 CMC mana dork), Tidal Barracuda (it may protect you from counterspells on your turn, put there is just too much risk with letting your opponents cast all their stuff at instant speed on every other turn). There are other cards that could be cut, but those are the ones that really stand out.
To replace the cards you take out, you'll be wanting the 1 cmc mana dorks and mana acceleration that was recommended on Discord, some more card draw/cantrip creatures like Mulldrifter and Generous Patron, and some cheap/free counterspells.
Anyway, I know this is a long wall of text but I hope the feed back helps give you a place to start making tweaks to your deck. And, of course, the people on the Animar Discord are always happy to offer advice.
1 month ago
Wow, great work MagicalHacker. Reformatted with card links and averages (rounded up) of the range of decks the combos are in. I figure a single number for each 2 card combo makes it easker to tally up and figure percentages later. So 120,411 two-card combos total.
6255 Exquisite Blood + Sanguine Bond
2 months ago
Hello, I have an infinite combo where all the cards are legal, but I don't know if using the combo itself is legal.
The combo works by casting Swift Warkite whose ETB puts Pulsemage Advocate onto the battlefield with haste. I then sacrifice Swift Warkite to Altar of Dementia to mill an opponent by four cards. I can then activate Pulsemage Advocate's ability to return three of those cards to my opponent's hand to return the Swift Warkite to the battlefield. While that ability is on the stack I'll then sacrifice the Pulsemage Advocate to the Altar of Dementia so that my opponent mills one card, and so that when Swift Warkite re-enters the battlefield I can return the Pulsemage Advocate back to the battlefield and repeat however many times I like until my opponents no longer have any cards in their libraries.
Deceiver Exarch is enchanted with Splinter Twin. By tapping Deceiver Exarch I can produce a token copy of it which also makes an ETB trigger. I can use this trigger to untap the enchanted Deceiver Exarch so that I can use its ability again and again and again until I have infinite Exarch tokens. Since Splinter Twin gives the tokens haste I can swing for lethal damage on my next combat step to win the game.
When it comes to infinite combos you don't need to play them out in detail, describing the process over and over again. So long as you can demonstrate the first loop you can shortcut to any arbitrary number of cycles so that you won't be penalized for slow play. The Deceiver Exarch + Splinter Twin combo is a notable example where this rule applies as it would probably take 10+ minutes in a commander setting just to demonstrate a necessary number of cycles needed to produce enough tokens to win the game.
I'm wanting to know if my infinite combo can use the same shortcut principle as the Deceiver Exarch + Splinter Twin combo. Obviously, I can demonstrate a single cycle that puts me back where I was before, except my opponent now has 5 less cards in their library. The only issue is each time this combo makes a cycle I must put three cards into my opponent's hand. The issue with this is, there's a possibility I could put an instant-speed artifact-removal or graveyard-hate spell into their hand halfway through the combo giving my opponent the ability to counteract the combo before I have fully milled their library. (Creature removal can't stop this combo.) Because of this possibility I feel my opponents have a reasonable argument to make in asking that I play the combo out cycle-by-cycle rather than shortcut to the end.
Because Commander is a multiplayer 100-card format I feel that if I were to play out this combo, cycle-by-cycle, it would take too long to do and thus this infinite combo wouldn't be legal to use in a tournament setting. Is it possible to shortcut with my combo or not?
2 months ago
Your average converted mana cost is low enough to go to 33 or 34 if you had mana dorks.
- Holdout Settlement and Survivors' Encampment are just Springleaf Drum on lands. These are reasonable, depending on how hard your game plans need Kalamax or not.
- Rashmi, Eternities Crafter: Rashmi is incremental advantage. You and both know that you are going to play cards on other people’s turns, so why not get free stuff for doing so? Wavebreak Hippocamp does the same thing if you want more of this effect.
- Birds of Paradise, Llanowar Elves, Elvish Mystic, Arbor Elf, Priest of Titania, Rattleclaw Mystic. I prefer creature-based ramp if I’m playing . Most of these cards will Pod into Corridor Monitor, Deceiver Exarch, and Pestermite.
- Spellseeker: Spellseeker grabs most of the instants and sorceries in your deck and more food for Prime Speaker
- Torrential Gearhulk: Snapcaster Mage #2 aka Fatcaster mage. The 5/6 body is nice for when games go longer than expected.
- Thing in the Ice
Flip: I noticed that you don’t have ways to protect yourself. If played earlier, you can flip Thing in the Ice and reset that battlefield. It was dumb in other formats, it’s dumb in EDH as well.
- Niv-Mizzet, Parun: End-game beater and a storm card. Not necessary but strong.
- Creature Tutors: Finale of Devastation, Eldritch Evolution, and Neoform. More tutors for consistency.
Instants and Sorceries
- Reality Shift and Rapid Hybridization: Good removal outside of and . Do you really care about a 3/3 beast or a 2/2 manifest token? I don’t……
- Manamorphose: Just a good cantrip in Temur.
- Swan Song: Another good counter spell, but you have that covered pretty well. Once again, no one cares about one 2/2 bird….no one…
- Reiterate: Goes infinite with Turnabout and Dramatic Reversal and or more mana. However, I think Isochron Scepter is just better if infinite mana is the goal.
- Nature's Lore: This is only and grabs any forest onto the battlefield. Most of the time, you are going to tutor for Forest, so why not grab Breeding Pool instead?
- Raging Ravine: Ok, it has your colors. Are you ever going to activate this man-land? Also, it comes in tapped. Gross….
- Arch of Orazca: I think Arch is better in decks that lack access to card draw. You’re in . Drawing cards, most of the time, is not going to be a problem for you.
- Frilled Mystic and Mystic Snake: I’ve fallen for this trap too. I don’t want to pay for a counterspell on a weak 2/2 body. Compare these two cards to other mana spells like Cryptic Command. This cards counters, protects, and draws cards. I prefer utility creatures with more flexibility.
on Roon flicker
3 months ago
Hi there. I've got a few suggestions. Firstly, I'll narrow down your creatures to around 35 to make way for more spells and interaction. I would choose to keep those that are great early game or impactful. I like filter creatures like Ice-Fang Coatl (provided you switch to snow lands). If you can use scryfall to filter for 3 cmc or less cards that cantrips or with some form of Brainstorm effect, that would help you sculpt your hand early game. Personally, I would even include Brainstorm/Impulse just so that I can get it back with Archaeomancer later. Time Warp is also a good inclusion to have a win condition with infinite turns with Eternal Witness effects and Roon. I would cut creatures like Deceiver Exarch and Derevi, Empyrial Tactician which basically has low impact in EDH. Good luck!