mtg, mtg cards, magic the gathering, gaming, geeks

MTG Deck Builder
Invisible Stalker

Invisible Stalker

Creature — Human Rogue

Hexproof

invisible Stalker is unblockable.

Acquire Invisible Stalker

Set Price Alerts

Invisible Stalker Discussion

EagleO1 on Bant Hexproof (First Modern Deck)

14 hours ago

Kor Spiritdancer is incredible and if i get the money i will definately get some of those, they are just too expensive right now is all. Invisible Stalker however is great!!

That primer is awesome and Daybreak Coronet is deffinatley going to be the first upgrade for this deck, but at over $20 each, thats just crazy.

KingSorin on Stolen Secrets

19 hours ago

First of all, unfortunately, Psychosis Crawler and Curiosity don't work. Curiosity only triggers on damage, and not "loss of life". Damage causes loss of life, but loss of life is not necessarily damage (and in this case, it isn't). Side Note: A similar interaction that does work is Niv-Mizzet, the Firemind and Curiosity , as niv specifies "damage". Back to the deck. I can see right now that you have lots of 1-ofs and 2-ofs. I'm not sure if this is because these are the only cards that you own, or if you're just not sure what's good and what's not, but having fewer than 4 copies of cards generally leads to inconsistencies. Lots of the cards are very redundant in what they do, so by including less copies you're not making your deck more flexible either. You should probably stick to more copies of the best cards for each role, and cut down on others. For example: Phantom Warrior is a 2/2 unblockable and Latch Seeker is a 3/1. You're probably not going to be doing much blocking, so the 3/1 is probably better for the situation (even when blocking they're still about the same. I'd say cut 2 warriors and add 2 more seekers. I think Ghostform is a bit weak. It costs 2 mana, loses you a card, and makes it so a couple of your dudes (lots of whom are already unblockable) unable to be blocked this turn. Hidden Strings in essence can do that, by tapping down 2 dudes, but also serves other purposes, such as giving pseudo-vigilance to your creatures, and it can also be ciphered. All in all it's a superior card, so I'd cut the 2 Ghostform for 2 more strings. Murder is also quite clunky. The problem with it is i costs 3 mana, and 2 of it are black. You only have 13 black sources, so often you won't be able to even cast it. There are plenty of cheaper (mana) alternatives, which sacrifice a little bit of flexibility for much greater efficiency. Go for the Throat , Doom Blade , Dismember and Agony Warp are a few examples. Last Thoughts costs 3 more mana than Curiosity for the minor bonus of drawing 1 when cast. Curiosity is much more efficient, so I'd cut the 2 thoughts for 2 more Curiosity s. Whispering Madness gives both players cards equal to the highest amount of either player's discards. This means whichever player has less cards beforehand will get the most out of it. Your deck is most likely to be that person, so this card will often benefit your opponent more than you. I'd cut it. Deathcult Rogue and Neurok Invisimancer are both a little weak in my opinion. Invisimancer only gives the bonus for a turn, and most of your creatures are already unblockable. I'd personally cut these 2 for cheaper evasive creatures like Triton Shorethief and more Invisible Stalker s (they're so broken). Scroll Thief and Stealer of Secrets are about as good as each other in fulfilling the required role, however luckily for you, you don't have to choose which one is better. Dimir Cutpurse outclasses both of them so you could probably run just 4 of him. Way of the Thief is also clunky, and it also leaves you very vulnerable to removal. One of the main problems with decks that rely on auras are that they lose lots of card advantage if the opponent uses 1 card to in essence kill 2 of yours. I'd swap these for some equipment. I can see that you're on a budget, so I won't recommend Sword of Fire and Ice or any of the other 4, but if you can get your hands on that one in particular, it'd be very good to add. Sword of Vengeance gives a similar effect to Way of the Thief , for 1 more mana, but sticks around to help your other guys later. +2/+0 first strike means your opponent won't want to block, as they'll most likely die, the trample means you'll probably get draw triggers even if they do block, and vigilance lets your guy hang back to stop attacks. If you're not sold on this, there is another solution which is an aura. Way of the Thief costs 4 mana to do something Spectral Flight does for 2. Sure, unblockable can be considered better than flying, but Spectral Flight is 2 mana less and doesn't need any of this gate nonsense. Call of the Nightwing costs 4 mana to get you a token when cast, and 1 more each time a creature connects. Bitterblossom is stupidly expensive, but does a very similar job for 2 mana less, but seeing as this is budget, I'd say Bloodline Keeper  Flip can get you a 2/2 each turn, and is a 3/3 himself. If you can get more Watery Grave s, any Drowned Catacomb , Creeping Tar Pit s etc. then you should add them, but some duals are expensive, and they aren't really needed (good to have though.) This may seem like lots of changes to the deck, but all I'm doing (or at least trying to do), is make the deck more consistent and add in more of the cards that are just a bit better at their job than the others. This deck feels like it could be very fun, but you just need to optimise all of the parts.

BLEATH on Delver? I Hardly Know Her!

3 days ago

This seems like a bad version of Innistrad hexproof. I really don't mean to berate your deck by saying that though, I really like the concept of UB Delver.

The reason Delver is so good is because you can get an early T2 flip off of him. Most lists run anywhere from 24-32 instants/sorceries to get him to flip PLUS library manipulation. Since there's kind of a lack of the former, I'd suggest taking out a few islands for Halimar Depths to control your flips a bit better.

Having interaction with your opponent is necessary as well, especially if you're playing dimir colors. I'd suggest Inquisition of Kozilek /Thoughtseize for hand disruption. They're both great at plucking early game removal and problematic cards for you. As far as your counterspells go, try Cryptic Command IF you can get 'em. If not, Mana Leak s do just fine alongside your Think Twice s.

If you're going to run Nighthowler , you're gonna need a good source of mill. Just killing creatures won't get you there, you need something to help you along. Trepanation Blade is very nice on an Invisible Stalker . Swing for 1, they mill 3 with two of them being creatures and bam, you've hit for 5 damage instead. Also consider some of the mythic swords.

I'm sure there's a lot to fine-tune here, but I'm all outta ideas. Hope I helped, and good luck! :)

Ravar-The-Seer on How To Kick Ass With Codex Shredder 101

3 days ago

Elite Arcanist wont work because Hidden Strings isn't instant, but you could run some Invisible Stalker 's to activate them. >.>

TheDevicer on The Drowned God

3 days ago

Your average CMC is 4.06 but you're only running 34 lands. You need a better base for consistency. You want some kind of consistent draw. Rhystic Study , Consecrated Sphinx , Mystic Remora , etc. You've also got plenty of creatures that basically do nothing. Stealer of Secrets , Invisible Stalker etc. These guys don't really affect someone's clock and have trouble getting past even tokens. Take out the artifact land if it isn't adding anything to your deck. You don't want to start losing lands to Vandalblast . Also, if you're going with a greyjoy theme, I highly recommend Sphinx Sovereign . She literally takes stuff after hurting you. I mean, c'mon! Also, Academy Ruins becasue of flavor and utility. What is dead may never die.

I'm also pretty sure Elbrus, the Binding Blade  Flip has black in it's color identity which would mean you can't run it.

KingSorin on triton shorestalker

3 days ago

For fish i think Cosi's Trickster is better. I'm looking at rogues for this guy. Prowl has some outstanding cards like Morsel Theft , and now that Bitterblossom is back and Invisible Stalker exists, this is brilliant. Dimir Gone Rogue potentially just got an extra tool.

TwilightAmbiance on Dimir Mill EDH

4 days ago

My first comment would be whether you are building this for a 1v1 match or a multiplayer environment. If it's the latter, you are going to have a ridiculously tough time trying to win with the cards you have at the moment, if milling is your win condition. This is going to be a long comment, so bear with my constructive criticism! I know you've only been playing for a few months, but with a little more knowledge of EDH, I can get you going in the right direction.

There are a lot of cards here that underperform in EDH. I'm about to go through each card and talk about it:

  • Coerced Confession - Mill four and get potential cards for 5 CMC (converted mana cost). Not efficient.
  • Disentomb - You get a creature back from the graveyard for one mana. Good price, but you only get to cast it once.
  • Divination - Two cards for three mana is okay, but think about it this way. You are essentially replacing Divination with one other card and drawing an extra card. I think you can replace this card with something better.
  • Ghastly Discovery - It's a worse Divination because you have to discard a card as well. Definitely replace.
  • Head Games - A great card for screwing with someone, but only one person. Can make for a fun game if you or someone else has Hive Mind .
  • Duress/Horrifying Revelation/Thoughtseize - Here is the reason why I'm not a fan of this, Duress, and Thoughtseize in your deck. They are all great cards that work for you if you're playing a regular game of Magic where most of them don't go past ten turns. You'll usually have multiples of these in your hand to increase the chances that you can play them turn one (or whenever you need to, like Thoughtseize). However, you only have one of these to use in EDH and that hurts the chances that it's in your opening hand. If you draw these cards at any point other than the early game in EDH, it's going to be a dead card.
  • Index - A decent card for non-EDH play. I'd consider replacing it.
  • Last Thoughts - I think Cipher is an awesome mechanic, but it needs to be put on a creature that has evasion of some sort. Thankfully, you're playing Blue/Black, so you have a ton of options. You have Aqueous Form, which is a decent start at getting combat damage in. Creatures like Invisible Stalker and Ghastlord of Fugue will get you there as well!
  • Mind Funeral - Probably my favorite mill spell of all time. 3 CMC to make an opponent mill four lands and all the cards in between them? Sign me up! A fantastic card for the cost.
  • Mind Sculpt - Only affects one person.
  • Paranoid Delusions - See Last Thoughts.
  • Pilfered Plans - Card draw is okay, but again, only two cards milled.
  • Psychic Intrusion - This card can definitely be fun. I like it.
  • Read the Bones - This is a good card, but outside of EDH, though.
  • Thassa's Bounty - Way too expensive, mill is underwhelming.
  • Tome Scour - Only affects one player. Five cards is nothing in a 99-card deck.
  • Curse of the Bloody Tome - Again, affects only one player. If it survives for a while, it can potentially do damage, but it underperformed when I used it in my EDH deck, so who knows...
  • Aqueous Form - Makes a creature unblockable and allows you to slightly control what you get on your next turn. I'm okay with this.
  • Encrust - Decent lockdown, but for only one creature or artifact. Underwhelming when facing multiple people.
  • Evil Presence - Can make a pesky non-basic land a swamp! Not much else to it, though.
  • Intruder Alert - I like that this has synergy with your commander. Fun card.
  • Phyrexian Arena - Fantastic way to draw a card each turn and the life loss is not bad considering you have 40 at the start. Just make sure you have a way to not kill yourself with it. If you ever want to have this kind of effect on a creature, look at Bloodgift Demon .
  • Underworld Connections - Decent card draw if you don't mind not being able to use that particular land.
  • Baleful Strix - Everyone raves about this being a fantastic card and I agree. However, you only get one in EDH. I feel like you need to be able to recur him in some manner to make him more useful.
  • Balustrade Spy - A 2/3 flyer after his ability hits, which only hits one person, and not for much, usually. Keep in mind that the usual EDH deck will have anywhere from 33-40 lands (in my opinion), so the chances of hitting a bunch of cards with this guy is low.
  • Consuming Aberration - This dude is fantastic! He really wants you to play cards that mill multiple people, which I think you are in need of. Think Mind Grind , Mindcrank , Whispering Madness ...
  • Duskmantle Guildmage - He combos with Mindcrank ! If you activate his first ability, he makes a player lose one life if they put a card in their graveyard. This triggers Mindcrank, which says whenever an opponent loses life, they mill that many cards...which triggers your guildmage again. You essentially deck someone or kill them instantly. The only way you make it better is if you mill everyone at the same time!
  • Enigma Eidolon - I bet you really like the recursion it gets, but it's not worth your time. You are essentially paying 5 CMC to mill one person for three cards.
  • Erebos, God of the Dead - One of the few creatures you have that can work well with your commander. Has a decent toughness, indestructible, allows you to draw cards at the cost of life. I'm okay with this.
  • Jace's Mindseeker - Milling five cards and getting a potentially decent spell out of it? Along with a 4/4 flying body? I think it's worth inclusion in your deck.
  • Lazav, Dimir Mastermind - This guy is my commander for my Dimir EDH deck. I've linked it at the very bottom. My win condition is a bit different, but he's fun.
  • Liliana's Shade - Yeah, you get a swamp out of it, but all you have after that is a 1/1 creature that you have to pump for it to be anywhere near remotely effective. Definitely consider replacing this card.
  • Lord of the Void - I'm a fan of this card. A fun EDH creature, in my opinion.
  • Mindeye Drake - Underwhelming. A 2/5 flying body that mills 5 cards when it dies isn't too much of a threat to your opponents.
  • Mirko Vosk, Mind Drinker - He's a walking, talking, flying Mind Funeral. What more needs to be said?
  • Nightveil Specter - I like his triggered abilities. Who knows if you'll have the correct mana to cast some of the cards you exile, but exiling an opponent's cards is not a bad thing.
  • Returned Centaur - Once you cast it for four mana, all you have after the four-card mill is a 2/4 body.
  • Rotcrown Ghoul - See Mindeye Drake.
  • Shipwreck Singer - Yeah, you could force a creature to attack, but in a multiplayer game, who says it has to be you? An underwhelming card that should probably be replaced.
  • Shriekgeist - It's nice if it has Aqueous Form on it, but the creature is so weak that it will be dealt with. Making it hexproof isn't worth what the card does.
  • Siren of the Silent Song - I'm okay with this card because it you can tap him without fear with your commander.
  • Vedalken Entrancer - Underwhelming card. You have to tap it for its ability (which only affects one person for two cards), which means losing a potential blocker. That's if you don't have Intruder Alert on the field, of course, but I wouldn't depend on that.
  • Ashiok, Nightmare Weaver - Great planeswalker for your deck.
  • Jace, Memory Adept - His +1 and 0 abilities are alright for you.
  • Aphotic Wisps - Underwhelming. I see you have a lot of cards that draw more cards, but I think what you're really in need of are cards that stay out on the battlefield and continue to draw you cards.
  • Cancel - The modern Counterspell (I recommend using the original, by the way). You can also use Dissolve to take a look at your top card for the same mana cost.
  • Cyclonic Rift - This overloaded totally screws with the board state if you're in trouble. Great card.
  • Dimir Charm - Flavorful card. I'm okay with it.
  • Dream Twist/Think Twice/Secrets of the Dead - I'm going to tackle these all at once. Dream Twist only hits one person for three cards. Yes, you can flashback to do it again. However, that and Think Twice are the only flashback cards you have that that trigger Secrets of the Dead, which will really make it a dead card if it's out on the field.
  • Far/Away - Kinda works like Barrin's Spite , except you get to choose for one extra mana. I like it.
  • Hero's Downfall - Spot removal for creatures and planeswalkers. Nice card.
  • Psychic Barrier - Too specific, as it only targets creatures. I totally recommend Counterspell , something that will always be available to help you.
  • Psychic Strike - I like the flavor of this card. Good counterspell.
  • Quicken - Great card that nets you an extra card, but I don't see too many sorceries here that I would want to play on an opponent's turn outside of Head Games and Psychic Intrusion, to be honest. It seems weak with what you have.
  • Remand - A fantastic, different kind of counterspell for its cost. Let's say you play a spell and your opponent counters it. In response to that counterspell, you can counter your OWN spell with this card, sending it back to your hand AND drawing a card in the process. Meanwhile, their own counterspell fizzles.
  • Rewind - Countering a spell for essentially free is not a bad thing.
  • Thought Scour - The card draw is always okay, but again, two cards milled on one person is very low in EDH.
  • Armillary Sphere - I'm okay with this. It nets you some basic lands. I agree with the previous poster that you need maybe a little more land ramp. I recommend an Expedition Map because it allows you to grab ANY land, not just a basic land.
  • Dimir Cluestone - I like the flavor, but it's really mediocre. Maybe run Dimir Signet instead?
  • Sol Ring - An EDH staple!
  • Traveler's Amulet - Fits in any deck, nabs you a basic land. I'm okay with it.
  • Phenax, God of Deception - Your commander is depending on you to have creatures with decent toughness so you can mill more cards. Of the 99 cards in your deck, only 19 of them are creatures, and most of them do not have the toughness to make a huge impact. I would suggest adding more creatures if you want this guy to perform well as your commander.

Whew, that was a lot to go through! Hopefully I explained things alright. I feel like you need some more board wipes (Life's Finale , Decree of Pain , Black Sun's Zenith , Oblivion Stone , Evacuation , Whelming Wave , Nevinyrral's Disk ). More creatures, less draw spells. Maybe a few more lands.

Feel free to take a look at my Dimir EDH deck for possible cards that could work for you: Lazav, Dimir Master of the Universe

TCGPlayer.com Price

Low Avg High Foil
$0.35 $1.15 $3.51 $3.15
Power / Toughness 1/1
Color(s) U
Cost 1U
Converted cost 2
Avg. draft pick 3.43
Avg. cube pick 8.10

Legality

Format Legality
Extended Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal

Printings View all

Set Rarity
Innistrad Uncommon

Combos