Deceiver Exarch

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern 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
Commander Anthology (CMT) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Commander 2013 (C13) Uncommon
New Phyrexia (NPH) Uncommon

Combos Browse all

Deceiver Exarch

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.

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Deceiver Exarch Discussion

TaegukTheWise on Roon Blink

2 days ago

I know its been a while but I recently had seen that you took out a couple cards detailed in your update, I can see an understand all of the outs except for one of them. Felidar Guardian is nuts in this deck, especially when you just added Birthing Pod! You can go from a 2 drop creature and a birthing pod into and army of creatures and be able to pod again! So you start with the 2 drop, lets say Elvish Visionary, you use Birthing Pod on it into either Deceiver Exarch or Derevi, Empyrial Tactician and untap pod. Then pod exarch or Derevi into Felidar Guardian to blink Birthing Pod (since its a permanent we control). Then pod away felidar to bring out Karmic Guide to bring back felidar to blink karmic guide to bring back exarch/Derevi to untap pod, then you pod Derevi/exarch again for Restoration Angel to blink felidar to blink karmic guide again to bring back Derevi/exarch to untap pod once more to have the option of using pod again to get a 4/5/6 drop creature. This synergy is insane and I'm a little disappointed you didn't keep felidar regardless since it does blink something much like restoration angel.

I would trade Flickerwisp for felidar. flickerwisp is able to blink any permanent sure, but its ability is very inopportune and there are times where that's useful sure, but in that regard it's still very niche. That and Roon has a very similar ability we can use repeatedly. Also think of the birthing pod synergy, it wouldn't work nearly as fast or be as reactive if we needed to rebuild or build a board immediately, flickerwisp can't help us as much as felidar can and that extra (1) in felidar's CMC works in our favor, as well as being negligible in the grand scheme. Also if you have Eternal Witness you don't need Archaeomancer, so there's a spot to fill.

You don't need Grasp of Fate or Oblivion Ring if you already have Duplicant and Fiend Hunter. If you really need more replacements, there is the previously mentioned Angelic Purge which is fantastic all around removal, especially since you can bring back creatures or lands after you sac them with your Karmic Guide and Sun Titan, and/or Return to Dust to make sure things stay away from the battlefield. I would also trade that Rite of Replication for Cathars' Crusade, it works wonders with your Armada Wurm and all the blinking you'll be doing (sorry for not mentioning the swaps sooner).

TaegukTheWise on Choo Choo, it's the train to Value Town! EDH

4 days ago

I run a bunch of basics, my deck has the sub theme of hyper ramp for the lack of better words. If the whole point of Roon is value then I'm going to gain as much value as I can. I don't run into "I can't play this spell right now" because I can repeatedly get more basics than my opponents can get their non basics and play more stuff then they ever can, so its not just playing around blood moon (since no one plays blood moon in my group either) that I run a metric ton of basics, that and I have birthing pod to further justify high CMC creatures. I Also can play around Sundering Titan with the non basics I run for fixing, if not I can trade 3-4 basics (one from each type). I also don't need signets since I do have a bunch of ramp meaning I can fit in more creatures or spells, I replaced my signets for removal.

I don't see how you can consistently get so much card draw out of Ephara, unless you are using your blink spells to force ETB triggers, either that or the displacer AND seedborn muse is always there when you need them AKA magical Christmas land, but I don't see how you could do it every turn reliably, let alone every time you play Ephara. I have used Ephara in multiplayer and never had the same results. If this was an Ephara commander deck I could feasibly say that I can see how you can draw a card each turn with her, but that's not the case. But if you like her that much I really can't convince you, I just find the gods to be really clunky.

Felidar Guardian is more than a blinker! He is also a fantastic blink target. Like Flickerwisp it can blink a permanent (not an opponents but bear with me), but unlike it, it returns that permanent immediately, you can blink a Planeswalker if you ultimate and play the guardian from your hand. Same deal with an already used birthing pod to go from a 2 to a 6 drop on your turn if you pod the 2 drop into Deceiver Exarch/Derevi, Empyrial Tactician, into felidar, into karmic guide, bring back felidar into 6/5/4 drop. Or if you have it on board already, you blink it with restoration angel to untap something like minamo. I don't like flickerwisp because whenever I want to use it like that I can't get immediate value unlike with felidar or the angel, that and Roon has what effectively is the same ability as the wisp but repeatable. I also fail to see the argument that you would rather have a blink target rather than a blinker when you have cards like Ghostway in your deck. You do know those suck on an empty board right? I would much rather have the angel or felidar since they can block and an instant can't. (P.S. If you already have eternal witness, you don't need archaeomancer, so there's a spot to fill)

You have also said that "this deck doesn't win by attacking", then how does it win? There is a ceiling you know. My other suggestion for your deck is that you need more value threats, like Trostani's Summoner, Ulvenwald Hydra, Cathars' Crusade, or even Armada Wurm at the very least, just something that can close out a game. You don't need Cathars' Crusade for them to be good, however I do believe that the crusade offers very much in the way of support without the wurm, the hydra, or the summoner to give you the threats you need. Roon is creature based, so I'm very confused as to what your decks main strategy to win is other than "accrue value and make everyone else cry". With the deck you're playing you want to go long game and play either equally big threats, or to make sure that no one else can do anything and attack for the win. So saying that this deck doesn't win by combat without a Deadeye Navigator, Palinchron or Peregrine Drake to go infinite plus non combat instant win combo when most of your deck has extremely tiny creatures, makes me scratch my head.

demonicgrizzly on Breya Ad naus

5 days ago

Hey mmcgeach, what do you think about adding in the Splinter Twin combo? It gives yh additional targets with Animate Dead and both Pestermite and Deceiver Exarch have useful abilities on their own. Thinking of adding it to my deck while I save up for some of the more expensive cards like Lion's Eye Diamond and dual lands.

TaegukTheWise on Bantman, He Never Sleeps, He Only Blinks!

1 month ago

Have you ever considered extremely hard to assemble infinite combos? In my Roon deck I use Minion Reflector, It's still there to give some form of value, like Inalla. I tend to stray away from infinite combos myself, since I feel they are extremely cheap and have no real bearing to actual skill, (like Kiki-Jiki, Mirror Breaker and Deceiver Exarch/Zealous Conscripts, AKA 2-3 piece combos), but I have a leniency towards extremely hard to set up combos. It makes them fun since it can be exceedingly satisfying because they are extremely easy to disrupt, whether or not an opponent happens to know what the combo pieces do, or if they are even part of a combo. Now I understand that it's still an infinite combo, but allow me to say that these are 5 to 6 piece infinite combos that really never fire off during a game (because 100 card singleton), but the pieces at the same time still have a place and give you value. Its basically like a game of bluffs, just hope your opponents don't know what the individual pieces do until its too late! I find 4+ piece infinite combos are highly similar to dying to Sphinx-Bone Wand, except its not that obvious.

Feyamius on Ertai, the Controlly

1 month ago

I'm building an Ertai deck as well that follows these considerations:

  • I want to counter stuff, and I want to counter it with Ertai

  • If Ertai can't counter stuff, that's probably because I've got nothing to sacrifice. I still want to counter, but I need sac fodder, too. That's why I run otherwise quite bad spells like Geist Snatch and Summoner's Bane. Or, if I don't have a counter spell at hand, I can cast a carddraw spell in response and let Talrand, Sky Summoner, Docent of Perfection  Flip or Metallurgic Summonings do the rest.

  • It's better to never stumble in this kind of situation, so when Ertai counters stuff, I want a new thing on the board immediately to sac it next time. It's like Lullmage Mentor was made for that job in this deck.

  • Another reason I couldn't counter stuff with Ertai may be because he's tapped. I don't want that. He shouldn't be tapped. So I run Deceiver Exarch, Pestermite, and Village Bell-Ringer that I can flash in to untap Ertai - and to serve as sac fooder for his counter ability. How convenient!

  • Again, it's better to never get in this situation. So I gave him a nice little wand: Thornbite Staff. Whenever we sac a creature to counter something, Ertain untaps again immediately. When Lullmage Mentor is on the field, we have a nice little engine here. The Mentor works quite good with Intruder Alarm instead of the Staff, too.

  • Intruder Alarm works equally well with our emergency counterspells. If Ertai is tapped and therefor can't counter stuff, we counter with e.g. Summoner's Bane, get a dude, this entering the battlefield triggers the Alarm and untaps Ertai.

  • Friendly reminder: I want to counter stuff. I don't want to destroy or exile stuff. That's not my thing with this deck. So even if I missed countering something I don't like, I return it to hand, so I can counter it later. Capsize is your best friend in this deck, even if it is a bit boring. Just as Cyclonic Rift. I still have to find something cool and synergistic here.

Pieguy396 on Riku's Forces

1 month ago

Hey there Cool deck you have here! Just based on some of your includes, like Tooth and Nail, Cryptic Command, etc. it looks like you dont have a particularly constrained budget, so my suggestions will reflect that. Also, Riku is typically a fairly combo-based deck, and based on the fact that you have Palinchron in your deck (a card that goes infinite with your commander), Im also going to assume that your playgroup is OK with winning by combos. If those are incorrect assumptions, feel free to ignore me.

OK, lets talk additions.

Mandalorian on Riku the Doubler

1 month ago

I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku

Eternal Witness+Conjurer's Closet+Walk the Aeons

Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.

Sage of Hours+Sandsteppe Mastodon+Roaring Primadox or Conjurers Closet

Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.

The oldest infinite turns combo that's ever existed is expesive but efficient if you can afford it. Time Vault+Voltaic Key

Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.

Other infinite combos you can do in Temur colors

Presence of Gond+Intruder Alarm for infinite tokens

Splinter Twin or Kiki-Jiki, Mirror Breaker+Deceiver Exarch or Pestermite or Bounding Krasis or Zealous Conscripts for infinite copies or Combat Celebrant for infinite combats.

Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat

Squirrel Nest+Earthcraft+Goblin Bombardment for infinite damage

Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage

Hive Mind+Summoner's Pact or Pact of Negation or Pact of the Titan

Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.

Hope this gets the brewing juices flowing!

Xica on Vampire's stay midrange

1 month ago

Well vampires have one reason (beside counters) to play blue: Intruder Alarm - when this card is paired with Bloodline Keeper  Flip its basically Splinter Twin (yeah no haste, however the tokens stay, and are bigger than Deceiver Exarch clones, thus they deal damage through planeswalker abilities and spells that give -1/0 to attacking creatures).

Urge to Feed is bad.
Grasp of Darkness is strictly better - since if you are behind you can have tapping out your vampire for the +1/+1 counters, and grasp can take on much bigger victims, like Thought-Knot Seer
If you intend to play removal that is synergistic with vampires i recommend using Feast of Blood, it cripples burn, and helps stabilize against faster decks thanks to the lifegain - and unlike Collective Brutality it does this without additional costs.
In my humble opinion hard removal is better than instant speed removal that has targeting restrictions.

Playing 1 or 2 copies of Murderous Cut is a pretty good idea, in a metagame where extremely big creatures like in eldrazi tron, or titanshift are not rare occurences.



Your description also states that you would ideally play a discard spell on your first turn. Sadly your deck lacks the necessary number of discard spellls, to make that play reliably.
Since with 6 cards the chance is only 54,14%.
(here are some odds for larger number of discard spells: 7->60,08% ; 8->65,35% ; 9->70,02% ; 10->74.13% and so on)

Here is my opinion about discard:
Its an obscenely strong effect in modern, since it both allows you to protect your threats (at least in decks that are threat dense like this one), and to remove strong cards from the enemy that would cripple your gameplan later on.
Sadly Thoughtseize - the best discard - is actively bad against burn, as burn would gladly use that spell, as you lose 2 life, discard a card, and pay 1 black.

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