Nightshade Stinger

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn (LRW) Common

Combos Browse all

Nightshade Stinger

Creature — Faerie Rogue

Flying

Nightshade Stinger can't block.

Nightshade Stinger Discussion

DHWorlds on Tribal Rogue

2 years ago

-4 Nightshade Stinger

+4 Faerie Miscreant

Better in all ways :D hope I was helpful.

YellowFlassh23 on Blue/Black Faerie Rogue

2 years ago

Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help

Changes to enchantments (+)

  • +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.

Changes to enchantments (-)

  • -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here

Changes to instants/sorceries (+)

  • +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU

Changes to instants/sorceries (-)

  • -1 Hideous Visage again no need to make your creatures hard to block they already are.

  • -2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.

  • -1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.

  • -1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.

  • -1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.

  • -1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal

  • -1 Sorin's Thirst see nameless inversion

  • -1 Wring Flesh see nameless inversion

  • -2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.

Changes to creatures (+)

  • +4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.

  • +1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.

  • +3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.

  • +1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.

  • +1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.

Changes to creatures (-)

  • -1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)

  • -1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying

  • -2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.

  • -1 Marsh Flitter too expensive for a lack luster effect

  • -1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it

  • -1 Nightshade Stinger again doesn't do much can't even chump block big creatures

  • -2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it

  • -1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.

Changes to artifacts (-)

Changes to lands (+)

Changes to lands (-)

Tethys on Modern Rogue Tribal

3 years ago

20 land is pretty slim for a deck with an average CMC of 2.5

I would consider swapping out one of your Nightshade Stingers for one additional Swamp. Even then, you're barely over 1/3 land, but you can probably get away with 21 because of the lower prowl costs.

Scytec on Hey! LISTEN!! (Please Help) :p

3 years ago

@Voxzorz & JakeHarlow - What do yall think about replacing 4x Nightshade Stinger and 4x Quickling with 4x Thoughtseize 3x Mana Leak and 1x Smother? I find myself normally holding aggro cards up in order to control the game longer, with this being the case, I feel like just swapping to a more controlling build would be logical.

Dennis14 on Mono Black Rogues

3 years ago
  1. The deck seems to run out of cards rather quickly, is adding 4x Morsel Theft instead of Inquisition of Kozilek a good idea ?
    Or maybe Mask of Memory is a better option ?

  2. While Nightshade Stinger is a good Prowl-enabler early on it becomes completely useless against flying/reach blockers and can't chump block when I need to.
    Is Guul Draz Vampire (with Morsel Theft) a good replacement for it ?
    Or maybe Quag Vampires (with Urborg, Tomb of Yawgmoth) ?

  3. If I would splash a second color it would be Blue in order to add Faerie Miscreant and Triton Shorestalker instead of Nightshade Stinger and Prickly Boggart.
    How many Blue sources should I add to reliably cast them on turn 1 ?

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