|Commander / EDH||Legal|
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Artifact — Equipment
When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender.
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger.
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Dowsing Dagger Discussion
3 weeks ago
Dowsing Dagger Flip is great to put on the Hunted Phantasm because he is unblockable. By turn four you can have the Dagger flipped and be able to ramp whatever you want. I use cycling lands to prevent too many dead draws.
3 weeks ago
Hey i love your deck. Here are couple ideas off top of my head: Vance's Blasting Cannons Flip, Hazoret's Monument, Dowsing Dagger Flip, Prophetic Flamespeaker, Heirloom Blade. I know some of these cards feel a little off (flamespeaker) but its a draw 2 cards creature... I would especially recommend trying out the Dowsing Dagger Flip (its one of the best ramp cards, and should be easy to turn 4 slap on commander from hand and flip it (and thats Thran Dynamo that gives you mana, makes you friends and is resistant to removal)
1 month ago
I'm not entirely sure what you're asking, but I'll do my best.
You equip Etrata, the Silencer with the Dowsing Dagger Flip, giving your opponent two 0/2 plant creature tokens, and attack. Etrata can't be blocked, so unless your opponent does something, she connects. There are two triggers for when Etrata deals combat damage to a player, and you control both, so you put them on the stack in whichever order you want. One of those triggers will transform Dowsing Dagger Flip, while the other exiles one of that player's creatures and is probably the one you care about.
You could target one of the 0/2 tokens you gave your opponent with the dagger, but once state-based actions are checked, that token will cease to exist, and therefore won't count toward the three exiled cards with hit counters. Etrata will still shuffle back into your library.
1 month ago
A creature token cannot be used for this effect. When a token of any kind is exiled, it ceases to exist. So while you could remove a token created by Dowsing Dagger Flip, it won't count for the win con since it no longer exists.
1 month ago
Jonas_Poponas I agree, that 1-mana evasion creatures are better most of the time and help get turn 2 youriko, which is what this decks wants. What I don't agree with is playing 2-cmc guys that most of the time don't have anything but bad evasion.
Yeah, i get, that Notorious Throng is really good - but 50% of games you will not even get it, but your evasion guys are worse every game (and some just don't work against some colors). IMHO just swap Throng with Time Warp and try owls - they work really well in my playtests, you almost never hit lands with Yuriko triggers.
Dowsing Dagger is suuuper dope - gilded lotus, that is much harder to remove.
Does Vela the Night-Clad work out for you? 6 cmc is a lot for 4/4.
1 month ago
@lamocomp1 I appreciate your enthusiasm for the deck already.
First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.
The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.
I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.
I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.
The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].
I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.
1 month ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)
1 month ago
Ok, mainboard is feeling better. I Exchanged 3 Dowsing Dagger Flip for an extra copy each of Walk the Plank, Ravenous Chupacabra, and Fungal Infection and it's running JB SMOOV...however, I'm feeling sad my Phylactery Lich is looking very out of place at the moment. A lot of artifact replacements for dowsing dagger are not exactly mainboard material, and they're all kind of pricy because they're EDH friendly, so that's annoying but I'll work it out.