Intruder Alarm


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eighth Edition (8ED) Rare
Stronghold (STH) Rare

Combos Browse all

Intruder Alarm


Creatures don't untap during their controllers' untap steps.

Whenever a creature enters the battlefield, untap all creatures.

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Recent Decks

Intruder Alarm Discussion

ersatz_olorin on Phenax god of mill

1 day ago

Intruder Alarm lets you untap and retap a lot, even on your opponents turn (add in Cloud of Faeries and Deadeye Navigator to go infinite)

Nemesis of Reason is also a very strong mill card

Consuming Aberration will mill for more and more the longer it is out.

Senomar on Mermaid Man and The Barnacle Boys

2 days ago

Hey dude :)This really look like my first version of Kumena. After several plays with my friends I realize the deck :1 - is too fast and you afraid others players so you have take the aggro too quickly and you have turn 3 or 4 everybody against you2 - is extremely vulnerable to wraths and every multiplayers deck have a whole bunch of it. Furthermore, it's extremely difficult to catch back the game after a wrath

It seems like you want to develop the +1/+1 counters theme. If you do that you should put Razorfin Abolisher because it can both save any of your creature with a +1/+1 counter on it and bounce any of ennemie creature with a counter on it. Simic Fluxmage is a great tool too for this kind of deck.Kopala, Warden of Waves was in my first version but he is in fact kinda useless in multiplayers formats where people play with wraths and where big amount of mana are involved.Inspiring Call, Heroic Intervention, Steely Resolve, Fallowsage are must have in your deck. And of course Kiora's Follower because he's one of the best combo piece of the whole game.Master of Waves and Wake Thrasher are maybe the best merfolks ever.Merrow Commerce is strong in duel but you would prefer Quest for Renewal or Intruder Alarm in multiplayer format.True-Name Nemesis is bad in multiplayer because you're telling to one guy "you can't attack me so you have to attack the others" and others are just going to blast it because of the 1 hp. Furthermore, kinda expensive.Having unblockable creatures + islandwalk is maybe too much. I kicked the islandwalk part because it takes too many cards to run it and you can't properly attack the manabase of 3 people like you will do in duel.

Keep in mind that Merfolk lords don't give +1/+1 counters to your other creatures. It's periodic and once they got killed it's over. That doesn't really fit your deck theme (except for the tribal part)

I don't think I have the best version of Kumena but I have already done several changes and I enjoy playing with it a lot, take a look :)

Fishy Production Multi Kumena Combo

Commander / EDH* Senomar


Suns_Champion on Combo Idea for Myr Tribal

5 days ago

Again I must suggest Intruder Alarm headed by Zur the Enchanter. They synergies Intruder Alarm brings to your deck currently are amazing and adding this combo to would only add to that. Ask me if you have any questions :)

Suns_Champion on Myr Warmachine [Current]

6 days ago

If you go with Intruder Alarm for the extra umphh to win I'd definitely run Zur in the command zone. If you're just going for occasional value go with Sydri, but you need a way to untap all of your Myr to reuse it, and since having more than 10 isn't always possible the Alarm may be your best bet, and Zur and the helm to get Alarm and Adaptation seems like a no-brainer for me. Just my thoughts.

I second all of DrkNinja's other suggestions.

DrkNinja on Myr Warmachine [Current]

6 days ago

So I second DrukenReaps said about changing your commander to Sydri, Galvanic Genius and Suns_Champion's Intruder Alarm it would offer a much more solid win con which is my main issue with your deck. From what I see, it's a control-ish deck with combat damage from low power creatures as the only win con, I think that leaves you vulnerable in the late game.

I also second more board wipes, targeted removal is great, but it only gets you so far when you are playing against a green deck that explodes with tokens in one turn.

And lastly because you are running so much control you NEED a Leyline of Anticipation or Vedalken Orrery, maybe even both. This will allow you to hold up mana for control and respond to the end step before your turn to put major pieces out on the board before becoming a target. Speaking of needing I think EVERY blue deck should play Rhystic Study and Mirage Mirror in every edh deck because it's pure utility (plus you can abuse the stack with it).

I also think you should have more myrs and less reliance on getting arcane adaption.

Suns_Champion on Myr Warmachine [Current]

1 week ago

Hi! Neat idea! I really like it! +1!

I've got some good ideas for ya:

Zur the Enchanter will tutor for Arcane Adaptation. You could probably make him the commander for a guaranteed shot at Adaptation every game. I suggest you do that.

Here's my suggestion for an add on to the combo: Intruder Alarm. Now your combo is Near-infinite. IIIIIIIIF you make the Turbine a creature so it untaps when you grab a creature. This can be done with Ensoul Artifact(can be grabbed by Zur!), March of the Machines, Sydri, Galvanic Genius, Karn, Silver Golem, Toymaker, Tezzeret the Seeker (useful otherwise too), Tezzeret, Agent of Bolas, Karn's Touch, Xenic Poltergeist... you get the point. All the creatures would be Adapted Myr so they still help with the game plan. This side combo will make your main combo more powerful, allowing you to get all or your creatures rather than just one. Also you will additionally get infinite mana if you have a free mana-dork out. Something to consider.

Now regardless if you go with the side combo, you'll need a robust tutor package for consistency. Zur and a few others I've mentioned help, but here's some more: Enlightened Tutor, Diabolic Tutor, Razaketh's Rite, Demonic Collusion, Drift of Phantasms, Dimir Machinations, Mastermind's Acquisition, Brainspoil, Fabricate, and Beseech the Queen are all solid options.

Hope some of this helps! Let me know if you like or can't figure out the combo!

TheNightWolfRS on Beginning of combat? Flash in Derevi...

1 week ago

Thanks Suns_Champion. This deck is really for a very creature heavy meta and I often find that there are very few turns from other decks in the group where a creature is not played so although it may work well against certain decks I'm not sure if the combo is strong enough to fit in the deck. Also if the situation were to arise as, it likely would, that playing this deck you didn't have enchantment search or Intruder Alarm in hand but you had the token producers, they would be incredibly dead cards. Thanks for the suggestion though.

Suns_Champion on Beginning of combat? Flash in Derevi...

1 week ago

Hi! Cool deck!

You could try adding a neat combo I've been working on in Esper colors that I think will work here too.

Intruder Alarm + Thraben Doomsayer or Steward of Solidarity or Presence of Gond on any creature. Enabled by Enlightened Tutor, Open the Armory, Recruiter of the Guard or a million other creature tutors from green. Just a fun idea you could try that seems to go with the commander really well.

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