Creature — Spirit
Dimir Infiltrator is unblockable.
Transmute (1)(Blue)(Black) ((1)(Blue)(Black), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Printings View all
|Planechase Anthology (PCA)||None|
|Planechase 2012 Edition (PC2)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Dimir Infiltrator Discussion
7 hours ago
Instead of trying to play Dredge, play lifegain Storm. There're a lot of cards that'll help you get cards off the top of your deck.
For instance: Use cards like Ghoulcaller's Bell to get rid of the top of your deck.
Cards like Dimir Infiltrator and Muddle the Mixture will be a great addition to your Mystical Tutor, Personal Tutor, Vampiric Tutor, Demonic Tutor etc. Use Treasure Mage and Enlightened Tutor to get Citadel.
Basically, all you need to do is resolve Citadel and Mana Severance and you can cast the rest of your deck. To that end, run barely usable lifegain spells like Chaplain's Blessing to basically be rituals.
2 months ago
This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.
Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.
The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.
Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.
Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.
Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).
2 months ago
Hey, I love your deck! A few notes which might make this deck play a little smoother.
Blighted Agent - I'd recommend that you take this card out. This is a Human Rouge, which means that you can't mutate onto this like you probably want to.
Diabolic Tutor - I'd recommend that you take this card out. If you were trying to go for a budget tutor effect, Grim Tutor is being reprinted in M21, and is sure to be cheaper in this coming set. That being said, a better alternative might be Uncage the Menagerie which is more creature focused, or some of the Transmute effects like Dimir House Guard or Dimir Infiltrator which tutor for a specific CMC
Deadly Tempest - I'd recommend that you take this card out. It seems that as a creature focused deck, you are almost always going to be suffering the most from this board wipe. Other alternatives would be Black Sun's Zenith or just a good ol' fashioned Damnation
Migration Path - I'd recommend that you take this card out. 4 mana to put 2 basics onto the field just isn't that good unfortunately. I'd recommend changing this out for a 2 mana Rampant Growth or a 3 mana Cultivate which is being reprinted in M21. In addition to changing Migration Path to one of those options, I would add a Traverse the Outlands. Your commander guarantees that this is a 5 mana 6 land ramp. I'd probably take out Villainous Wealth to make room for this change.
I think that is a good start! I actually have a Volrath, the Shapestealer commander deck which seems to have a lot of similar themes which is where I am getting inspiration from. Hope you enjoy!
4 months ago
I've added in the remaining two early ramp creatures, as well as the Umbra and Infiltrator. I've also added in Sword and Climb to speed up the counters on Ukkima.
I'll keep you posted on more developments if I find more issues and great cards to use in the future. I'm not entirely sold on Climb yet for example, but time will tell how good it is.
4 months ago
I've made some of the changes above, while I keep playtesting others.
Likely the additional ramp creatures will come in at a later point along with Snake Umbra and Dimir Infiltrator. I'm a bit reluctant to adding less conditional tutors for now, since it might take the deck in a very much more competative direction that demands a bit of investment. I'll keep you posted!
4 months ago
From a bit of playtesting, it really seems that the secondary game plan is underperforming. Getting more evasive creatures and going wider is nice for resilience in more casual games, and there is a good argument for keeping the deck like this in the interest of managing the power level a bit. I do have some thought on how we might up the aggression a bit though, do tell me what you think about my thoughts if you are interested!
Underperforming cards include: Fathom Mage, Master Biomancer, Renata, Called to the Hunt, Herald of Secret Streams, Champion of Lambholt (the plan of spreading counters around seems to slow and fragile), Slither Blade, Invisible Stalker (these creatures don't add any additional utility, and we have other evasive creatures that can take Ukkima's place in a crisis), Ninja of the Deep Hours, Ingenious Infiltrator (bouncing Ukkima is nice, but taking away the combat damage is very much a feel bad) and Edric, Spymaster of Trest (seems a bit slow, but probably has more potential).
We could also use the additional infect enablers in Glistening Oil, Grafted Exoskeleton and perhaps even Corrupted Conscience, but it may be more efficient to just add some tutors here instead, Demonic Tutor, Scheming Symmetry, Dizzy Spell and Dimir Infiltrator would be good choices in that case (without completely busting the bank).
Taking all this into consideration I may soon do the following switches:
6 months ago
Hi, welcome to edh!
First off, I want to say I think the deck looks great so far! I've been playing Yuriko for about 8-9 months now, and here are some things I'd suggest:
Mu Yanling I personally don't like planeswalkers in Yuriko decks. Since you won't have very good blockers, it likely won't survive until your next turn. I'd play something like Thassa, God of the Sea instead
Decree of Pain the cycling mode hurts your creatures much more than the rest of the table since you play lots of 1/1 's and 2/2 's. Commit / Memory has a cmc of 10, and can be a temporary removal spell or counterspell
Kindred Dominance unless you have an effect like Conspiracy out on the board, this hurts you a lot too. I'd play something like Evacuation instead. It's instant speed, and you can re-play your creatures a lot faster than your opponents can.
12-16. Inkfathom Infiltrator, Invisible Stalker, Quickling, Shadowmage Infiltrator, and Spark Double aren't good enough to justify their mana cost in my opinion. Some replacements I would suggest are Changeling Outcast, Dimir Infiltrator, Gudul Lurker, Mist-Cloaked Herald, Tormented Soul, and Baleful Strix
I hope this was helpful! If you want to check out my Yuriko deck, the link is https://tappedout.net/mtg-decks/26-07-19-yuriko-edh/
Don't hesitate to ask if you have any questions!
7 months ago
Cool deck! You might like these: Nephalia Smuggler, Helm of the Host, Vedalken Mastermind, Dimir Infiltrator, Clutch of the Undercity, Sanctum of Eternity, Archaeomancer, Merchant Scroll, Kaho, Minamo Historian, Escape Routes, Disappear, Night Dealings