|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Creature — Vampire
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Nightveil Predator Discussion
1 day ago
Phalanx Leader go wide/voltron
Peregrine Drake combo
Nightveil Predator voltron
I've also been interested in building a 4/5 colour control deck with Transguild Courier as the commander
5 days ago
ShrimpImpSame here. Such a fun card. The main reason I have the 4 guild gates in there is for the boost it gives Glaive of the Guildpact it's nice when rich is sitting at even a 75 or potentially a 9/5 but thats only when one Lich is holding one sword. Then I thought that since I'm using the gates I can sideboard in a tiny splash of something what ever colour gates I go with. I like Curator's ward but I also used dive down for a little while. I ran this deck as mono black for a long time first and really enjoyed it, but I just like seeing that rich grow, even if it's only one or 2 gates per game.
I do have a Dimir Lich deck as well. It includes Thief of Sanity Nightveil Sprite and Nightveil Predator, in place of the other zombies. But I find mono black with the 4 guild gates is the most affective so far. But I'm open into other ideas regarding different guild gates and other colours.
Thanks for your comment:)
2 weeks ago
Syncopate is not great as a 4-of. It is really situational. You can use it turn 2 at the earliest, it gets really useless late-game.
This deck is simply going to plop against control.You have 5 creatures. The chances you will draw all of them are slim. all of them but Nezahal can be countered. Honestly, Nightveil Predator is baaaad. His casting cost is a pain and he is probably just going to trade once and die. Thief of Sanity is way better, yes he dies to everything but he can quickly turn a game.
I would use Doom Whisperer as another big finisher. 6/6 flyer with trample for 5 is already bomb, he also has an ability that is similar to the Big lich. Surveil 2 for free? Yeah!
I would drop arch of orzaca and Memorial to Genius. You are running 3 full colors, so somethinng that taps for a colorless is... out of place. The ascend ability is a nice mana-dump, but you will rarely have ascend before turn 11-12. Memorial comes in tapped and will just slow you down.
2 weeks ago
4 weeks ago
so i've been working on a UG mill deck, but this combo looks fun as hell, so i might just steal that now. The green in my deck is so I can run fogs.
Also i suggest swapping out some of your current counter spells for some Essence Scatter, its very good at stopping your opponents early steamroll.
Since your basically a combo deck now, i suggest dropping the Drowned Secrets, as they no longer add to your game plan, for some Chemister's Insight, a very good tool for drawing cards and going through your deck.
Loizo on Voltronium
1 month ago
Tell us how it performs against which opponent and do you play 1v1 or FFA?
1 month ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
1 month ago
It entirely depends on what you want to do most. I would suggest first decide whether you want to mill or surveil. If you want to mill, you will want to either go mono blue or blue/black in a control shell(lots of counter and killspells), with 3 copies of Psychic Corrosion and Patient Rebuilding, with maybe 1 or two copies of Fleet Swallower, but usually mill decks dont rin creatures. If you want to surveil there are two ways you can go. You can go the blue/black discard route, where you play 4 copies of Disinformation Campaign and Thought Erasure, with Unmoored Ego in the sideboard. For creatures you wil want 2 copies Dream Eater, and 4 copies of Doom Whisperer, along with some Nightveil Predator, for 8-9 creatures total. If you are on a budget use more Dream Eater and less or no Doom Whisperer. The rest of the cards will just be killspells and surveil like Discovery / Dispersal and Notion Rain. The other way you can go wth surveil is the creature heavy way with 4 copies of Dimir Spybug, Thoughtbound Phantasm and Nightveil Sprite or House Guildmage. There are lots of other surveil creatures you can add as well, but your main focus would be to make Dimir Spybug or Thoughtbound Phantasm big enough to win you the game.
One final way you can go, that awkwardly enough can combine both mill and surveil in a decent way is to go with blue/black Drowned Secrets and Thief of Sanity and Lazav, the Multifarious. You will want all your spells to have blue in them, so no black only spells. Many of the blue/black spells we have in standard do have something to do with surveil, and you can use surveil to find these key cards so you can mill them real bad.