Dhund Operative

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Common

Combos Browse all

Dhund Operative

Creature — Human Rogue

As long as you control an artifact, Dhund Operative gets +1/+0 and has deathtouch.

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Dhund Operative Discussion

AgentJackjohn on Black Green

1 month ago

I'd recommend picking between going fully -1/-1 counters, or fully +1/+1 counters. Having the mix of both makes the deck a bit unfocused. Both are pretty good, if you were to go down the +1 coutners, then you'd want to play more things like Longtusk Cub and Rishkar, Peema Renegade.

If you're going -1 counters then Hapatra, Vizier of Poisons and other creatures that add -1 counters on themselves/ spills that put it on your opponents creatures are better.

Dhund Operative isn't that good with only 3 artifacts. Id recommend either playing more artifacts, or playing more Gifted Aetherborn instead but this could be an issue for your manabase to consistently get it out.

Ramunap Excavator doesn't seem like it generates enough value with only Grasping Dunes and Evolving Wilds. I'd recommend either cutting the excavator for a better 3 drop, or adding Ifnir Deadlands/ Hashep Oasis for more value.

Overall I'd say the deck needs to be a bit more focused on a strategy, but there are plenty you can go off of from here with a bit of modification. You could go +1/+1 or -1/-1 counters, deathtouch themed, desert value, or even a potent green aggro deck with black supporting for removal. You've got a lot of options and all you need to do is pick one you think you'd enjoy and you should do alright!

razelfark on Burninate

2 months ago

I would prioritize Lightning Strike over Shock. The extra damage for the mana helps kills more important targets in the format.

Cards you will likely want to cut from your deck include: Fling, Open Fire, Fireforger's Puzzleknot, Renegade Tactics, Spreading Rot , Dhund Operative, Embraal Gear-Smasher, Spireside Infiltrator, Welder Automaton.

If you want to make use of any of the cut cards let me know and I will try to see about suggesting some card options to help it stay in deck. The reason I suggest the removal of these cards are that most are not synergizing that well with what you say you want your deck to do (ex:Dhund Operative not enough artifacts to run) or are cards that are weaker then other card options (ex: Open Fire < Lightning Strike).

sirblather on BR Hazoret the Vampire

6 months ago

While I love the artifact splash, I wonder if it muddies the focus of the deck. Removing Dhund Operative , Scrapheap Scrounger , and Weldfast Engineer would allow you to put in Incorrigible Youths , Furyblade Vampire , and Drana, Liberator of Malakir , as well as more copies of any other card you really like.

If you removed artifacts, you would also get rid of Unlicensed Disintegration for something like 2 more Fatal Push and 2x Magma Spray .

I love the deck idea, and I really like vampires in standard right now! Looks fun, and best of luck. :)

landofMordor on [PAUPER] BR Salivating Salvager (sacrifice combo)

6 months ago

Servo Schematic over/with the Cogworker's Puzzleknot and Pia's Revolution over Dhund Operative would be my first two adds, then I'd consider Ornithopter over Implement of Malice. I'd also take out Embraal Gear-Smasher since you can only use him once per turn, and instead I'd put in something like Fatal Push or Vengeful Rebel. Or maybe Fling if you're feeling reckless. Ravenous Intruder also comes to mind.

Your sideboard should be 15 cards that help you in various weaker matchups. Except for Uncaged Fury, I think those other cards are too situational. Try Radiant Flames, Onward, or more removal (Unlicensed Disintegration is the best of its kind) instead of the Implement and some of those others.

Love the original deck idea! +1

BioProfDude on

7 months ago

I think this looks pretty good, but I would strongly suggest at least 3x Clear Shot. You have no cards in the 3 mana spot and Clear Shot is instant speed-- which is occasionally very important. Note that Nature's Way and Rabid Bite are sorcery speed.

Look at it this way: you have some removal in the deck (Dead Weight), but what most people overlook is that Clear Shot and Nature's Way (and your Pathway Arrows) are also removal, and when using deathtouch creatures they are exceptionally effective removal. Thus, you can replace the Dead Weight with Clear Shot. I'm not against Fatal Push or Grasp of Darkness. Indeed, both are excellent for removal (so is Dead Weight in the era of +1/+1 counters, and now also -1/-1 counters!). They are good options for the sideboard, but getting a bit more of your main idea into the deck will be helpful.

Looking at your land, I would argue that 25 is too many for your curve. I would bet that you can pull off 23 (probably 22), and the frees up some space.

Don't bother trying for revolt or delirium very intentionally-- revolt is a bit easier to hit (e.g., with your 3x Evolving Wilds). Rather, just focus on the deathtouch aspect. Entire decks can be built around revolt and delirium. That's not your focus-- you are after good value deathtouch creatures, and if you happen to trigger revolt or delirium, so much the better.

Looks like you probably have enough artifacts in the deck to help Dhund Operative. If you're finding that you don't get the Dhund Operative's deathtouch activated enough, you might need to find a different deathtouch creature.

Hope this helps! +1 from me!

NewAgeDoom on Mono Black Artifact

7 months ago

Hello everyone, as the title suggests, I'm playing around with Mono Black Artifact (The Black Metal battle deck from Card Kingdom to be exact), and I'm looking for some second opinions on what to actually take out/remove, as I'm not entirely familiar with the decktype. Advice is appreciated. A bit of a pre-note, I am rather enjoying the interplay between the Defiant Salvager and Marionette Master, so any ideas for promoting that would be appreciated. Anywho, on to the decklist:

Creatures

4 Defiant Salvager

3 Marionette Master

4 Dhund Operative

4 Hedron Crawler

4 Galvanic Juggernaut

4 Juggernaut

2 Ramroller

Artifacts

2 Mortarpod

1 Executioner's Capsule

2 Sphere of the Suns

Instants

4 Tragic Slip

Lands

2 Quicksand

2 Blighted Fen

2 Mortuary Mire

1 Phyrexia's Core

17 Swamp

DanaBarrosReincarnate on

8 months ago

why not run a more consistent # of the cards that synergize the most efficiently with Tezzeret's Touch/Mechanized Production?

i'd add: 2x Ornithopter, 2x Contraband Kingpin, 3x Foundry Inspector, 4x Scrapheap Scrounger, 1x Herald of Anguish, 1x Inspiring Statuary, 1x Reverse Engineer, 1x Pacification Array, 4x Fatal Push, 2x Battle at the Bridge, 2x Metalspinner's Puzzleknot, 2x Yahenni's Expertise, 1x Scrap Trawler

& take out: 4x Dhund Operative, 1x Pendulum of Patterns, 1x Walking Ballista, 2x Treasure Keeper, 4x Tezzeret's Simulacrum, 1x Essence Extraction & cut the land down to 22 or 23. the curve might not be perfect, but it's a start at least lol

Shadowfaxx93 on Tezzeret Artifcat Modified

8 months ago

Made some edits to the deck.

Took out Chief of the Foundry and added 4 Metallic Rebuke.
Took out Servo Schematic and added 4 Fatal Push.Swapped Dhund Operative with 2 Gifted Aetherborn.Also added 1 more Herald of Anguish

Let me know what you guys think!

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