Derevi, Empyrial Tactician


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Mythic Rare
Commander 2013 (C13) Mythic Rare

Combos Browse all

Derevi, Empyrial Tactician

Legendary Creature — Bird Wizard


Whenever Derevi, Empyrial Tactician enters the battlefield or a creature you control deals combat damage to a player, you may tap or untap target permanent.

: Put Derevi onto the battlefield from the command zone.

Derevi, Empyrial Tactician Discussion

cdkime on Pattern Recognition #95 - Slow ...

1 month ago

Overall, I think these are a terrible set of point rules, for a number of reasons. Specifically, I think these rules work to (a) "limit players' options" in deckbuilding by disproportionately favouring certain styles of plays, as well as (b) encouraging players to make decisions they would not normally make if they were just trying to play Magic.

I'll go through each rule I find problematic individually:

First player to deal combat damage: This disproportionately favours players who have inexpensive creatures; as well as is extremely luck-based. After all, if you go first, second, third, or fourth, and happen to have a hasty creature, you're going to have someone who has no blockers. The fourth player is at a huge disadvantage, as it is possible for a player

This rule also encourages decisions which would otherwise be a bad idea in a regular game. This is going to encourage players to drop early attackers/blockers, when they might otherwise be setting up their board with ramp or playing other cards.

Lethal Commander Damage: This serves to encourage a specific style of play--Voltron--and thus creates a relative disadvantage for other playstyles.

Casting Commander Multiple Times: This serves to encourage risky and otherwise silly uses of your commander for the sake of obtaining this point. Further, it disproportionately benefits commanders with low casting costs, as well as commanders in Green, where Ramp is more readily available.

Saving Another Player: This seems a bit nebulous and undefined, but I am sure it's a lot easier to detect in practice. Again, I'm not overly fond of a rule that benefits sub-optimal play.

Attacking a Player in Last Place: I presume this rule means "the player with the least health at the table?" If so, that's an extremely bad rule. Health, like anything else in Magic, is a resource. A player in Black could easily have the lowest health, but could have the strongest board/card advantage/etc. which they traded their life for. This rule gives them additional armour, and forces players to lose points in order to deal with the biggest threat at the table.

Killing multiple players at once: Contrary to your statement that the rules are :designed to not really limit players' options", it's pretty clear this rule was explicitly designed to limit one's ability to play combo or other explosive decks.

Not casting your commander: Again, this is a rule that encourages suboptimal play. Further, this rule again benefits players playing low-costed commanders. I also find it a bit amusing that Derevi, Empyrial Tactician can be played multiple times in a game, and still be penalized under a strict reading of this rule.

The one thing I like about this rule? So many other rules seek to punish combo players. It is nice that they have the option to swiftly combo off and vindictively make other players suffer as well.

No Infinite Combos: Again, this serves to limit deckbuilding.

Saying these rules are not designed to limit players' options is a falsehood--they either directly punish deckbuilding options, or relatively make other options vastly superior, making it rather silly to choose an inferior option.

I find this particularly unnecessary given the need to start with the same pool of decks, all of which are generally commensurate in power level.

cygnussnowdog on Derevi Merfolk Tribal

1 month ago

PacoBob Thanks for the suggestion, I will be switching to Derevi, Empyrial Tactician shortly.

PacoBob on Derevi Merfolk Tribal

1 month ago

For the meantime, I would think Derevi, Empyrial Tactician would be a better commander than Rubinia since she'll allow extra mana if you're going aggro and since you have some unblockables. She'd also pair well with True-Name Nemesis.

Kogarashi on Derevi and Trickbind

2 months ago

Cards are only permanents when they are on the battlefield. On the stack they are spells, and in all other zones they are simply "cards."

Trickbind would counter Derevi, Empyrial Tactician's ability, causing it to remain in the command zone. It's not a permanent while in the command zone, so you would be able to activate Derevi's ability again to move it to the battlefield after Trickbind has resolved.

Propixels on Derevi and Trickbind

2 months ago

If I use Derevi, Empyrial Tactician ability to play her for 4 mana to bring her to the battlefield and my opponent Trickbind the ability. Would I be able to use it again after it resolves? I'd assume so but just want to make sure.

Trainyaj on Food Chain Derevi EDH

2 months ago

This is great but I would add in some more combos as that is what Derevi, Empyrial Tactician is made for.

jaystorm on [PRIMER] Death & Staxes: Competitive Meren EDH

2 months ago

Hi! I've been working on a stax deck of my own using this list as a base, and everyone I know hates it! There's been a sort of power level arms race at my LGS, and I'm trying my best to keep things 'fair.' The decks arn't quite CEDH level yet save for a Selvala, Heart of the Wilds brostorm deck,Nekusar, the Mindrazer storm deck, and a tuned Derevi, Empyrial Tactician stax list. I have been experiencing some level of difficulty with Derevi and some Estrid, the Masked lists ramping faster than I can lay down my stax pieces/untapping and drawing cards through my stax pieces. Should I compensate with Pithing Needle and Sorcerous Spyglass to shut out their commanders? Usually at tables there are a lot of interactive decks and I quickly become the villain, so meren has a hard time sticking around. Should I add in ways to protect her like Cavern of Souls or Lightning Greaves, or should I just invest more into making my list more independent?

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Derevi, Empyrial Tactician occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

GWU (Bant): 0.39%