Creature — Human Rogue
When Midnight Scavengers enters the battlefield, you may return target creature card with converted cost 3 or less from your graveyard to your hand.
(Melds with Graf Rats)
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Midnight Scavengers Discussion
2 months ago
More eldrazis to choose from here (we'll they need to be flipped first. Except for a couple.)
Emrakul, the Promised EndGisela, the Broken Blade & Bruna, the Fading Light combined.Docent of Perfection FlipHanweir Garrison & Hanweir Battlements combined.Shrill Howler FlipVoldaren Pariah FlipTangleclaw Werewolf FlipConduit of Storms FlipExtricator of SinCurious Homunculus FlipEmrakul's InfluenceGrizzled Angler FlipUlvenwald Captive FlipKessig Prowler FlipMidnight Scavengers & Graf Rats combinedVildin-Pack Outcast FlipDecimator of the ProvincesDistended MindbenderEternal ScourgeElder Deep-FiendAbundant MawDrownyard BehemothVexing ScuttlerMockery of NatureCryptolith Fragment FlipLashweed LurkerIt of the Horrid SwarmAnd finally Wretched Gryff
Oh and I would advised Karona, False God as the commander instead
3 months ago
AndWelcomeToTheJam I'll make the swap, the reasons for Star over Sphere are pretty narrow, as you mentioned and if it does happen, it happens. Innocent Blood is more efficient, and as you mentioned, it is another card type for Delirium. Nausea I will add in the sideboard since it is a good board wipe against said decks.
Recover819 I think Werebear is awesome for this deck, but Moldgraf Scavenger does have some tight competition with it. I'll be able to free up some space for the Dead Weights, probably two in main and side (I'll be working on sideboard after the mainboard in a bit). The Graf Rats + Midnight Scavengers combo is cool, and I may add it in depending on how fast I can achieve the combo. I'll definitely add in the artifact lands, because they really help with Delirium.
Thanks for all the suggestions!
3 months ago
Gotta have the Werebear!
Dead Weight at least in the sideboard.
3 months ago
Fireshrieker, Sanguinary Mage, Midnight Scavengers, Akroan Jailer, Subterranean Scout, Tuktuk the Explorer, Xenagos, God of Revels, Satyr Firedancer, Xenagos, the Reveler, Ordeal of Erebos, Burn at the Stake, Somberwald Vigilante, Midnight Guard, Flayer of the Hatebound, Lost in the Woods, Thraben Sentry Flip
All non-blue cards from original Innistrad - Kaladesh expansions that depict torches. I excluded some cards like Unruly Mob and Village Bell-Ringer in which the torch is not really noticeable at first glance. Also Fireshrieker because I remembered it off-hand.
6 months ago
Also, could you tie the meld cards to their back faces? I know they don't really transform, but it would be SO nice in playtesting if I could flip Hanweir Battlements or Hanweir Garrison over and see Hanweir, the Writhing Township.
7 months ago
Theme/Style: Important in all decks but especially so in budget decks. Typically if you aren't playing very expensive cards that are the best in their own right you have to try and make the most out of synergies and combos to make your deck good. You can either do this by committing heavily to a mechanic such as delirium (which gives you great pay off if you can get 4 or more card types in your graveyard) sacrifice synergy (my personal favourite, kill your own creatures for value with cards like Nantuko Husk, Smothering Abomination and Zulaport Cutthroat) or aligning your strategy to that of the colour combination your playing. Traditionally for this means grinding your opponent out by getting more value out of your cards than they do. Typically you'll be answering their threats bringing important things back from your graveyard whilst slowly building board pressure. Deathtouch is a great mechanic for this as it allows even your smallest creatures to stay relevant and trade for their biggest. Here is a link to all standard cards that will help you eek value out of your graveyard, ideally you want to choose cards that also do other things as well as this is how you will win the "value" game. That isn't to say that cards that only return things from your graveyard aren't useful as they give you alot of versatility in what you choose to take back with them but bear in mind you aren't affecting the board state by just returning a card so it can result in you falling behind in tempo. Pulse of Murasa (which you've already included is an example of a good card that does this as it more than compensates you for the time you spent casting i by restoring a significant amount of life, it's also an instant which means you can hold up mana in-case something else demands your attention (even if you're just bluffing a kill spell) and then cast it on your opponents end step if you still have the mana up. Cemetery Recruitment is a less good example in this deck I feel as you have very few zombies to get that "draw a card" compensation. I would recommend either increasing the number of zombies you run (Baloth Null and Cruel Revival would also be great if you wanted to do that) or finding a better alternative that is more likely to give you a "two for one", Foul Renewal for example can kill a creature and get you one back.
Creatures: I won't direct you too much in terms of your creature choices as there are a huge number to choose from for all price ranges. Look on any card data base (such as the one on this site) and you'll find an overwhelming selection. Just bear in mind things such as curve, synergy, value and board presence. Some personal budget favorites in these colours: Catacomb Sifter, Distended Mindbender, Elvish Visionary, Graf Rats + Midnight Scavengers, Shrill Howler Flip, The Gitrog Monster, Ukud Cobra
Interaction: The only major concern I have about your deck as it stands is that as a colour combination is typically not fast enough to beat someone in a typical damage race. I like what you're doing with equitable menace abilities and a generally high toughness creature line allowing you to force through one of your own creatures whilst holding down the fort with the rest. I fear this won't work against decks that try to be much faster or go much bigger than yours. In order to survive to the point where you can out value your opponent and win with medium sized creatures you'll need to have real answers to your opponents win conditions. This: Grasp of Darkness, Ultimate Price, Cruel Revival, Murder and removal options like that.
Lands (the backbone of any deck): Having a two colour deck makes things nice and simple for obvious reasons. The two best lands in standard in your colours are Llanowar Wastes and Hissing Quagmire; it's great that you've already got some Hissing Quagmire the 2/2 deathtouch ability is brilliant, many opponents will be too scared to attack you with their big creatures in the mid game if you hold up mana for it and you can often sneak in some nice hits with it as well. I wouldn't bother getting any Llanowar Wastes as they'll be rotating out of standard in a few weeks but if you have any it's worth noting that it's a very good land and sometimes the ability to tap for and on the turn you play it can make the difference between winning and loosing. Foul Orchard is a solid choice in budget and full priced decks alike and I would recommend replacing some forests and swamps for them. Including more two colour lands in your deck will not only ensure you get colour screwed less often but it should also free up some space for some utility lands, such as: Warped Landscape/Evolving Wilds (great for deck thinning, colour fixing and getting lands into your graveyard for effects such as delirium), Westvale Abbey Flip (an incredibly powerful land that can win games on it's own but doesn't provide you with coloured mana), Blighted Fen (A removal spell that you can use for mana until you need to kill something!), Spawning Bed (Tokens!), Rogue's Passage (sneak your biggest creature through a massive board stall) and many more. Hopefully you'll be able to see the advantage of sorting out all the colours you need through multi coloured lands such that you can play very powerful lands that don't give you coloured mana but do have other very useful effects. I don't know how good you are at maths but typically a 90+% chance of having access to 4 lands with enough of each colour by turn 4 is a good target.
TL/DR: Commit to a strategy to make the most of budget cards. Have a clear way to win. You're in so look to outvalue your opponant. You could use some removal. There are some more budget duel lands you can fit in to improve your mana base. Sorry for any typos/ terrible writing style. Have fun!
8 months ago
since you have Coax from the Blind Eternities mainboard as a 4of, why not add 2 Elder Deep-Fiend mainboard as well. the Midnight Scavengers and Smoldering Werewolf Flip seem underwhelming here as well. maybe consider adding Chandra, Flamecaller and Sinister Concoction to your mainboard. both will help you get emrakul out fast and combo better with the deck.
8 months ago
Looks interesting but I don't think the best way is to try all the meld cards.
I can see Graf Rats / Midnight Scavengers and the Hanweir Garrison / Hanweir Battlements going in the same deck. Since Midnight scavangers can get both graf rats and Hanweir garrison back from the graveyerd it gives you more chance of getting one of these combos together. I would try a red/black theme with 4 of all of these (and 4 battlements) plus some removal and good supporting creatures?