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.
|Have (2)||orzhov_is_relatively_okay819 ,|
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
All decks: 0.06%
Commander / EDH:
All decks: 0.01%
Deceiver Exarch Discussion
1 week ago
Y’all gotta realize that there’s a HUGE difference between Heliod/Ballista combo, and the original, true, t4 combo- Splinter Twin. The keyword “flash” is an incredibly important keyword. Slamming Pestermite or Deceiver Exarch on the end step after your opponent just tapped out was devastating. That’s not possible with this combo. None of the pieces are instant speed. That makes a world of difference.
Also, the colors the combo is in. Red/Blue twin combo made for an incredibly oppressive Control deck that could just win in one turn whenever they felt they had counter backup/ or just because you tapped out. You all are talking about a g/w Heliod/ballista deck. Not controlling, at all. It would more than likely be a deck committed fully to the combo, cards like Traverse the Ulvenwald and similar will probably be used to help locate key pieces to win.
These two distinct differences (flash, and color of the deck) are incredibly important when considering if the combo will get banned. I’m not even convinced it’s playable.
3 weeks ago
The only "combo" I see is the ability to untap the artifact cards multiple times like Steel Overseer .
This is not very powerful I think and is too reliant on a single card. Here are the rules for this tournament.
Rules - 2 Mythic, - 4 Rare, - 8 Uncommon, - can sub Mythic for Rare eg: 0 mythic & 6 rare, - 4 copies max, - 60 card min, - 15 card sideboard, - all cards (except those in your sideboard) must be drawn from within the span of 8 consecutive standard released sets and must have been legal in standard at that time.
If you are looking for combo ideas, Splinter Twin and Deceiver Exarch were in the same standard together, so it is an option that will only take 4 rares and 4 uncommons, filling the rest of the slots with whatever. This gives you New Pryrexia, Mirrodin Besieged, Scars of mirrodin and Rise of the Eldrazi (4 sets) to work with. The next sets are Innistrad block and Return to Ravnica (not counting core sets), which give you a ton of powerful cards in blue-red to work with. The rest of the cards can easily be a swath of control cards that were available in those sets.
3 weeks ago
If your proxying, go all out.
Force of Will Mox Diamond Spellseeker Force of Negation Exploration , Mana Drain , Magmatic Sinkhole , Dig Through Time , Deadeye Navigator , Palinchron , Worldly Tutor , Mystical Tutor , Peregrine Drake , Kiki-Jiki, Mirror Breaker Zealous Conscripts Splinter Twin Deceiver Exarch , Blasphemous Act
2 months ago
Im going to go ahead and not assume that you have anything quite yet and go through the common inf mana lines as well as infinite The Chain Veil . Sorry if these are redundant, but I feel like I shouldn't assume.
With inf mana, anything that has forced draw x or mill x wins the game.
With inf mana Deadeye Navigator combos, you can add in Deceiver Exarch to any of them and tap down your opponents at upkeep or better yet Riftwing Cloudskate / Venser, Shaper Savant to bounce all of their permanents.
Hopefully at least something here helps!
2 months ago
Holy moly I don't even know why I post on these forums sometimes.
Alright, lets take a peek at the arbitrarily linked and now tangential Scute Mob . I'll even give us the benefit of the doubt that we untap on turn 3 with 5 lands to trigger the ability. Its unlikely you will get a turn 3 trigger for scute mob, as scute mob takes your turn 1, and there are no ramp cards that give 3 lands into play for 2 mana (with one small exception Summer Bloom but that means you're holding 1 scute mob, 1 bloom, and 5 forests in starting hand, or that you draw them by start of turn 2, so 7 specific cards of a 9 card hand).
- You play scute mob
- You swing with a 1/1, you've dealt 1 damage
- You swing with a 5/5, you've dealt 6 damage.
- You swing with a 9/9, you've dealt 15 damage.
- You swing with a 13/13, you've dealt 28 damage
- You swing with a 17/17, you've dealt 45 damage.
- You swing with a 21/21, you've dealt 66 damage.
- You swing with a 25/25, you've dealt 91 damage.
- You swing with a 29/29, you've dealt 120 damage.
So assuming no blockers, no combat tricks, and no pumps from you, as well as getting the trigger starting turn 3, its taking 9 turns to kill the table. This also assumes your damage spreads all nice and evenly with no damage being wasted as overkill on a player.
Now compare to
- Pass turn
- Pass turn
- Play Laboratory Maniac
- During your upkeep, play Demonic Consultation and win on draw step.
And a bonus one
- Pass turn
- Pass turn
- Deceiver Exarch or Pestermite or Village Bell-Ringer
- Pass turn
- Kiki-Jiki, Mirror Breaker , combo and win.
Yeah dude, Scute Mob is a noobtrap card, just like Sunbird :/ Its a threat, but its such an inefficient and bad threat that other people will win faster and easier than you with either of these cards. That's why its removal bait.
3 months ago
Just to say it, I personally hate infinite combos. I try to avoid them in my decks (except for long, over-complicated ones); however, if you're looking to do better and win harder and faster, then Parun is perfect.
I know that this will raise your budget by a little bit, but if you're looking for combos to win off of, I would suggest adding Kiki-Jiki, Mirror Breaker to your deck as well as a few combo pieces to go along with him. I'll list a few combo pieces:
- Helm of the Host . Make it to declare attackers step, copy Kiki-Jiki, Mirror Breaker and then the copy can clone itself (as it has haste). Though this doesn't win the game itself, creating 1 million Kiki-Jikis can get you close. But, if you have the next card on the list, then you should be able to win
- Intruder Alarm . Basically, copy a creature and then untap Kiki-Jiki, Mirror Breaker . Infinite of any non-legend and attack with all of them to win assuming no interaction
- Breaching Hippocamp , Deceiver Exarch , Pestermite , and Corridor Monitor . All of these allow you to untap Kiki as you clone them and then attack with 1 million of those guys.
I think that all of those also work with Splinter Twin which is a bit cheaper.
Enter the Infinite is also quite good. If you have Parun out, you deal a lot of damage with his ability. Usually, it's easiest to cast that spell if you have Omniscience which then allows you to play your whole deck for free. Easiest way to win from there is to play Jace, Wielder of Mysteries and +1.
The only other thing I can recommend is more wheels I suppose that's not just straight upgrades (I understand that budgets are a thing lol). Wheels allow you to find your combo pieces faster while also allowing you to do some damage with Parun. If you really want to make your wheels that much better and are willing to really extend on the budget, you could add Mind Over Matter and Dream Halls .
I'd make sure you actually enjoy playing infinite combos as well as make sure that you have an extra deck with you if you play a lot of the cards I recommended. A lot of people (myself included) don't enjoy games that last as long as shuffling your deck.
Regardless, best of luck with your deck!
4 months ago
I recommend this line with Prime Speaker Vannifar :
1-drop -> Corridor Monitor -> Deceiver Exarch -> Breaching Hippocamp -> Phyrexian Delver for Breaching Hippocamp -> Kiki-Jiki, Mirror Breaker copy Phyrexian Delver for Deceiver Exarch untap Kiki-Jiki, Mirror Breaker to copy Deceiver Exarch over and over!