Murk Strider

Murk Strider

Creature — Eldrazi Processor

Devoid (This card has no color.)

When Murk Strider enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, return target creature to its owner's hand.

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Trade

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Printings View all

Set Rarity
Battle for Zendikar (BFZ) Common

Combos Browse all

Legality

Format Legality
Leviathan Legal
Unformat Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Pauper EDH Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Pauper Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Murk Strider Discussion

king-saproling on RoonScape

1 month ago

Ha great deck name. Have you considered Eldrazi Processors? (e.g. Murk Strider, Void Attendant, Ulamog's Reclaimer, Oracle of Dust) You can use them alongside Roon's ability to permanently get rid of opponent's dudes.

You might like these too: Thousand-Year Elixir, Illusionist's Bracers, Brago, King Eternal, Faeburrow Elder, Elvish Rejuvenator, Farhaven Elf, Path of Discovery, Cauldron of Souls, Ghostway, Eerie Interlude, Fiend Hunter (when he enters, before his ETB ability resolves, target him with Roon or another flicker effect. this makes it so that his TB ability permanently exiles the target), Palace Jailer (can continuously exile creatures by flickering him)

king-saproling on George Rooney

1 month ago

Eldrazi processors are fun with Roon: Murk Strider, Ulamog's Reclaimer, Void Attendant

TypicalTimmy on Will there Ever Be Effects …

9 months ago

As of now it seems safely off limits, but I'm sure one day they will.

Perhaps during our third inevitable visit into Commander Precon Planeswalker decks?

I'd love to see a card remove emblems from the game. While it is true they are not permanents, it is equally true that there already exist cards that can interact with non-permanent aspects of the game.

Consider the following:

  • Burn and life loss
  • Milling
  • Hand size / discard
  • Graveyard interactions
  • The few Eldrazi that allow you to return cards from exile to their owner's hand, such as Murk Strider
  • Command Beacon interacts with your Commander while in the Command Zone

The part holding it up is rule 114.1

  • "Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics."

This would most likely need to see a soft errata in order to properly be interacted with.

If, perhaps, Emblems were stored in their own unique zone, such as an "Emblem Zone", you could have a card like:


Deny Power

Sorcery

Remove an Emblem from target player's Emblem Zone from the game. (An Emblem removed from this zone ceases to exist and no longer has barring on the game.)


This would then imply that an Emblem is some type of permanent which can transition zones. Therefore, a new rule would be needed. Three, actually.

  • 114.x - Whenever an emblem is created, it is created within the Emblem Zone of the appropriate player. There is no limit to the number of emblems that may occupy this zone.

  • 114.y - If an emblem were to leave the emblem zone, it ceases to exist and no longer has mechanical or functional barring on the game. It is as if it never existed to begin with.

  • 114.z - If a spell or permanent would enter the Emblem Zone somehow, perhaps by changing zones by force, it is moved to the owner's graveyard instead. If, for some reason, it can not enter the graveyard then it becomes exiled.

Darth_Savage on ESPERANDO EXILE

1 year ago

Your deck isn't pure control, rather it is an aggro-control hybrid, which is fine.

Lets deal with the NO (counters) section of a control deck. The first cards I thought of when looking at your deck were Delay, Grimoire Thief and Countersquall but they might be more than you want to spend. Since your using creatures to exile Familiar's Ruse is budget friendly and gives you the chance to recast your creature and exile a new card. Judge's Familiar is a creature and a cheap evasive creature at that, so is probably worth consideration. Perplex Might work as a counter or tutor. Honorable mentions Dawn Charm (fog or conditional counter), Dash Hopes (a black counter, really) and Dissipate. You might want to think about other spells too Thought Scour, Vapor Snag, Appetite for Brains, Castigate and Transgress the Mind...

The creature side of my suggestions is much shorter, first up is two one drops Deadeye Tracker and Mardu Woe-Reaper, they have similar uses essentially sending cards back to exile. For two drops there is Brain Maggot, basically additional copies of Tidehollow Sculler. Now we jump a bit to the control finisher, your using The Eldest Reborn I'd suggest backing that up with Cryptic Serpent and maybe Tasigur, the Golden Fang. Finally Murk Strider is worth consideration as well.

I'm not expecting you to use all of these cards, rather I'm throwing out ideas that might be of use to you. Hopefully this is of help, have fun with your brew.

Ishio on PDH(UW) - Olka's Shenanigans are pretty oppressive

1 year ago

What is the interaction between Oracle of Dust and Murk Strider? Is it only if your opponents have something in exile?

Cereal_Killer on Sultai New Eldrazi(+) - Exile all their stuff

2 years ago

Ok then, I have seen your card pool and I've seen lots of interesting cards.

As said before: Oblivion Strike, it's a too slow removal and you have tons of other things that exile, making it useless. Probably I'd change it with Dismember, Hero's Downfall or Go for the Throat; they do what you want them to do (destroy an opponent's creature) and they are faster and cheaper than the strike.

Other cards I would take in consideration:

Things I would consider as sideboard are:

Now, what I DON'T like of your deck:

  • Fathom Feeder, 2 specific mana to cast an easily destroyable creature. And it's ability costs really too much.

  • Oblivion Strike, I've already expressed my opinion on it.

  • Benthic Infiltrator, at first sight it seems good, due to it's "unblockable" effect, but is it really worth? it's a 1/4 (and so sometimes you would prefer to leave it as a blocker instead of attacking, thing that it's supposed to do), it costs 3 mana, so it will attack for the first time, we hope, on turn 4, doing just 1 damage to the opponent. You have better options than this.

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