Midnight Entourage

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
Aether Revolt (AER) Rare

Combos Browse all

Related Questions

Midnight Entourage

Creature — Aetherborn Rogue

Other Aetherborn you control get +1/+1.

Whenever Midnight Entourage or another Aetherborn you control dies, you draw a card and lose 1 life.

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Midnight Entourage Discussion

VegaBoralis257 on Captive Sacrifices

3 months ago

I love the new Captivating Crew!

I made a deck like this once. It was so much fun. Of course, I had Goblin Bombardment, so, ya know.

Yahenni fills that role decently as it turns each Threaten into a kill spell. Since it's expensive to cast even Wrangle and then anything else, you could try Defiant Salvager for a sac outlet. It's not exactly good, but it could do good work here. If you do that, you could try adding Midnight Entourage since you've already got some Aetherborn here.

This is the best use I've ever seen for Hazoret's Favor.

If you're trying to use Endless Sands to steal their dudes, it won't work since the card returns under it's owner's control. You could, though, obviously, I just realized, simply leave them exiled. That would be nice.

Good show! I love homebrews like this.

ktulhut on

3 months ago

DECK CORE


- 4x Metallic Mimic
- 4x Midnight Entourage
- 4x Gifted Aetherborn
- 4x Weaponcraft Enthusiast
- 4x Syndicate Trafficker


This gives us a 20 card core to the deck, from which we can go several directions. I'm thinking of exploring a couple of options, like a more controlling deck and a more synergistic resilient aggro deck.

Control


We'll want to keep the land count pretty high, so we'll go for 24 lands which gives us 16 cards to play with. Grasp of Darkness is extremely good, but is going to come out of standard at some point which I'm not so sure about but you'll be able to play it for a few weeks. Fatal Push is very good but I'd probably only run 2 or 3. We're going to want to run some Yahenni's Expertise because it's pseudo-card advantage. I feel that it's almost worth running Unlicensed Disintegration in this build but it does make the manabase fucky. Aetherborn Marauder is an evasive beater that might get some big hits in depending.
so this begins to look like

- 4x Grasp of Darkness
- 3x Fatal Push
- 3x Yahenni's Expertise
- 4x Unlicensed Disintegration
- 2x Aetherborn Marauder

with lands looking like
- 4x Aether Hub
- 2x Ramunap Ruins
- 2x Ifnir Deadlands
- 2x Scavenger Grounds
- 9 Swamp
- 5 mountain (adjust to taste)




synergy



This one is a bit more fun, I think. We're going to go

Arkh0n on Bontu's AetherBorn

3 months ago

Hey TepigAggro

I was thinking about Midnight Entourage but seeing as the AetherBorn are kinda like the generals of the deck using the artifacts and most of the AetherBorn can be pumped with +1 counters I figured I could go without but I have defiantly thought about it just to niche I think if i had more AetherBorn then yes for sure.

But I could be wrong lol...

Thank you for your thoughts brotha plz comment if you have more thoughts or ideas.

Orion93 on Green black possible deck

8 months ago

If it was my deck I would drop the Midnight Entourage and instead play 3 Narnam Renegade. It has great early game presence, sometimes causing your opponent to play out their removal early, and in late game it's a fairly easy one mana cost deathtouch creature that can come in as a 2/3.

I would absolutely drop 2-3 basic lands for Evolving Wilds, again for revolt triggers. And along that same thought train you should try out some more basic revolt triggers like Implement of Ferocity and Renegade Map.

If you wanted to try out some quick growing creatures with your constrictor then look into Longtusk Cub. With a play set of these you could likely have a ridiculous creature in a few turns. Again forcing removal to be played and if not then it's just another win condition.

WiltLeafElves on Aetherborn Tribal

9 months ago

for card draw, Merciless Resolve. eventually, you won't really need the lands anymore, and you want to be able to get more cards. You also probably have some servos you can sacrifice. although there are a lot of black card draw options, but most of them lose 2 life, which isn't fun.

you can lower kalitas to 2, and have another Yahenni, Undying Partisan, another Midnight Entourage.

cut out some defiant salvagers, they aren't that good considering their ability is sorcery speed.

you dont really need evolving wilds in mono black, but i guess you could for deck thinning if thats your idea.

get some Herald of Anguish, at least 1 in your sideboard, you have so many artifacts that they're so good. i know they're not aetherborn, but they (and kalitas) are good enough to be exceptions.

you can cut Aetherborn Marauder and replace with 1 Herald of Anguish

you don't really need Lili, she just makes it hard for you to be aggressive since you dont want her to die.

RedMulligan on

9 months ago

If you were to run Aetherborn Tribal, the Mimic would be really powerful, especially combined with Yahenni and Midnight Entourage.

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