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|Commander Anthology 2018 (CM2)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Champions of Kamigawa (CHK)||Uncommon|
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Creature — Rat Rogue
: Exile target card from an opponent's graveyard. If no cards are in that graveyard, flip Nezumi Graverobber.
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Nezumi Graverobber Discussion
2 weeks ago
- Phyrexian Plaguelord
- Avenger of Zendikar
- Noxious Gearhulk
- Shirei, Shizo's Caretaker
- Praetor's Counsel
- Beastcaller Savant
- Blood Bairn
- Olivia's Dragoon
- Nezumi Graverobber
- Final Parting
- Diabolic Tutor
- Kozilek, Butcher of Truth
From some test plays, Greater Good + my infinite green mana loop can draw my deck very easily, only problem is running out of black mana, so I wanted to try address both the pain of death to self mill and a better option for right now to get black mana.
So addition of Kozilek can help me :
1) Gitrog Card Draw Combo when I acquire gitrog for deck,
2) allow me avoid self mill from greater good,
3) if I havent used Songs of the Damned yet, can help me acquire a large amount of black mana by rotating through my deck.
Olivia's Dragoon is an instant speed discard outlet which like Kozilek will help me with Gitrog Card Draw Combo.
Blood Bairn is a cheaper no cost sac outlet and pumps herself which can work nicely with Greater Good.
Final Parting + Diabolic Tutor more cheap tutors for deck, Final Parting is nice as it puts stuff into grave.
Nezumi Graverobber is added in more specifically to play graveyard hate as deadeye tracker is not multi use in 1 turn.
Removed Avenger of Zen as it was more a midrange card combo option with world shaker, but is too slow due to the summon sickness on the plants.
Removed Praetor's Counsel, as being able to discard to handsize is beneficial and a filled graveyard is far more valuable to Meren, was solely a "fun" card due to stupid hand size when played.
Removed Noxious Gearhulk as its cmc is too high for what you get in return.
Removed Shirei as it was far to much setup to get the value out of him, too slow to get value out of him and was never a card I tutored for.
Removed Plaguelord due to it being a rather high cmc sac outlet, may end up being put back in as it does help clear boards and kill indestructible creatures.
1 month ago
The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.
Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)
Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.
Finally, on to individual cards:
Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.
Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.
Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.
Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.
Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.
Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.
Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.
Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.
Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.
Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.
Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.
Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.
Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.
Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.
Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.
Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.
Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.
Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.
Nevinyrral's Disk is pretty good. Go ahead and keep that in there.
Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.
Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.
Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.
Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).
Here's one inexpensive, somewhat-boring take:
2x Glyph Keeper
1x Liliana Vess
2x Dimir Charm
2x Doom Blade
2x Agony Warp
3x Notion Rain
That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.
4 months ago
Peregrine Drake seems interesting as a card that generates mana. It’s nice that it untaps your lands which makes the colored requirements afterwards easier and it seems actually better in most cases than the Deranged Hermit when you’re actually going off with the Nim Deathmantle. Casting it is “free”, and when you sac it to either of the altars it generates 1 or 2 mana per cycle. The only strike against it compared to Deranged Hermit is that the squirrels are actually pretty useful even if you don’t have the deathmantle, allowing some busted turns without necessarily going infinite.
Thanks for the suggestion, i think they can live in the same deck without too many problems, though having too much of the combo-only cards makes the deck a little bit weaker.
Not too sure about how the drake combos with the other 2 cards, you still need one of the altars for the Nezumi Graverobber, and for the Journey to Eternity Flip you need Ashnod's Altar specifically right?
Agree with possible cuts (as i stated under “cut-considerations” :))
4 months ago
I see your combo there. Some more cards you can add to that are Journey to Eternity Flip, Nezumi Graverobber, and Peregrine Drake. The drake combos nicely with Nim Deathmantle and can combo with the other 2 I suggested.
7 months ago
9 months ago
No. The Scry 1 is mediocre compared to how huge feeder can get in this build. Additionally Seer doesnt win with mikeaus, the unhallowed & Puppeteer Clique while Feeder does. Yahenni was never a consideration. 3 mana vs 1 mana is a major deal, as is not being able to sacrifice itself like the Feeder can. The Feeders primary purpose is to come down early & Flip Liliana, while also not being a dead draw in the late game.
No. The double black casting cost is much worse in the early game where many of my early ramp is cards like Sol Ring, Mana Crypt, & Ancient Tomb, and I need to spend 2 Black on Liliana. Additionally Nighteyes has singlehandedly won me enough games that I would never consider this swap.
No. Disciples biggest selling point is that its a sacrifice outlet that can flip Liliana on curve the turn after shes played.
Necromancy in place of Animate Dead (1 extra mana for a flash option).
Both Necromancy & Dance of the Dead are great reanimate spells, but I didnt need that many Animate Deads & I chose the option that required the least mana investment. If you value the more expensive Flash mode of Necromancy or the +1/+1 of Dance theyre fine options, just not the version I preferred.
Im not really sure what Id want him for. I mean, yes, he recurs Waste Not & spells, but hes super slow, super clunky, & Legendary so Liliana cant -X him.
Im eventually selling my left Kidney for a Chains of Mephistopheles, and Im told selling both kidneys will result in my death, so the odds I ever own a Bazaar are so low I havent bothered to even think about whether itd be worth including.
I prefer it when my Tutors always work.
Great Card that I ran for a long time, but eventually cut to make room for other cards. May find its way back into the deck someday.
Torment of Hailfire (discard)
Why? Im not a big Mana deck, my Xs will not be that large, and people will just choose to eat the damage. The reason Death Cloud is so good is because an early Death Cloud for X = 3-6 after flipping Liliana in the first three turns is game ending. An Early Torment makes my opponents go k, take 12.
Kokusho for extra drainlife.
If he wasnt Legendary Id play him.
Vindictive Lich (discard)
Im not sure why I would play this. This card is pretty bad.