Notorious Throng

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Morningtide Rare

Combos Browse all

Tokens

Notorious Throng

Tribal Sorcery — Rogue

Prowl (5)(Blue) (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one.

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Notorious Throng Discussion

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

1 week ago

Additions (trying to push boros. We can remove anything on this list, of course):

Things to consider for UW (not added, lets discuss):

Cuts:

Some notes:

Do we include sigets? I think it might be a good idea.

/N

PartyJ on Edric Commander Deck (need help check description)

1 month ago

If you want to go the competitive route, then I would advise you the following:

Playstyle:

  1. Accelerate as much as possible, so that you can have your commander out on the battlefield asap;
  2. Buy lots of cards in the process and play little evasive creatures;
  3. Counter anything that stands in your way and play cards that give you extra turns for the win with many small critters out.

Extra mana acceleration on top of what is curently available:

Counterspells on top of what you already have:

Extra turns:

Then I could be summin' up some good small critters.

But first I would like to hear if this route is one that interests you? Cause it means that you make some mayor changes. These options and gameplan I sketch gives you a first rough outlining of this possible route.

PJ

HezTheGod on Spy vs. Spy Commander Edition

1 month ago

Nice list!! I think more control, and a Notorious Throng and Knowledge Exploitation might help you with a rouge tribal :) In regard to your recent cuts i would run both/all unblockables because drawing cards is great!

does your Triumph of the Hordes work usually? if you dont have other infect critters idk if it's worth it

Your list looks very fun :)

+1

goswser on Atraxa

2 months ago

Exploration, Burgeoning, Birds of Paradise, and Noble Hierarch are all great cards that I run to get the deck off to a faster start. I'd also consider the good 3 mana walkers for Atraxa, especially Nissa, Voice of Zendikar and Liliana of the Veil if you can get one, dropping one of these on turn 2 and Atraxa on turn 3 is the dream.- Skullclamp can be great in Atraxa as well as a draw engine or combo card if you want to be degenerate. - Chasm Skulker has been great for me in being a sticky creature that is fairly resilient.- Mikaeus, the Lunarch is probably one of the best creatures for beefing up the board.- Parallax Wave is pretty solid removal.- Notorious Throng can be worth running if your deck is more aggressive creature wise.- Winding Constrictor can synergize pretty well with a lot of cards and is really cheap.- Hatred can be ran as an alternate win-con with Atraxa, her flying lets her get past blockers fairly often, and if you have a Conqueror's Flail already equipped then this lets you beat people to death pretty fast.- Sram's Expertise can be a good way of putting out creatures to build up with counters, without losing tempo.- Pursuit of Knowledge is value town draw spell if you can proliferate on it.- Avenger of Zendikar is a great finisher as well.- Hooded Hydra is another counter synergistic card.- Mirror Entity lets your creatures swing in for wins if you have a decent amount of mana and 5+ creatures.- Inexorable Tide is one of the best sources of proliferation.

Hope this is helpful!

Flarhoon13 on Thada Adel's Theft and Sea Monsters (Budget)

2 months ago

Last game I played with her, I cast Notorious Throng for its prowl cost and Time Warp. Since I had Caged Sun I was able to Blue Sun's Zenith for 18. Opponents got tired of my shenanigans and dropped when I played Aether Gale and then Evacuation.

gundulf on Ezuri's Claws

2 months ago

Sage of Hours: Once you have 5 experience counters you can get infinite turns.

Genesis Chamber: Every weenie creature gives you 2 experience counters and an extra dude now

Fungal Sprouting: A quick way to get a massive boost in experience counters

Notorious Throng: The same, except now you could also take an extra turn

Earthcraft and possibly Squirrel Nest: Great way to get tons of mana for you. And a classic combo that gives you infinite squirrels. Which, even if board wiped, would result in your still having infinite experience counters so you're crushing it the moment your commander comes back into play. Problem being that Earthcraft is rather expensive. However, if you're not... Picky, I believe Troy still has this combo, that his mom's cat peed on, so he might be willing to part with them for a bargain price.

Spreading Seas:Perhaps not worth it, but a fun way to screw with powerful single lands like Cabal Coffers, and also setting people up for islandwalk from your Selkies.

Overall I think you're definitely running too much land, so can probably safely cut at least 5 of them. Maybe more given your low curve. Especially if you replace them with more mana dorks like Llanowar Elves and Fyndhorn Elves.

Dk1997 on Edric Unblockables - cEDH

2 months ago

i figured most the suggestions wouldnt be any good but i was bored, but this time i think i actualy have a few good ones, to start off with, Jace's Phantasm at worst it's a 1/1 flyer for 1 blue, next, Deprive is a definite add in this deck, i'd suggest replacing Hydroblast with it, also Delay is a good addition and Annul is really good, i would say use Remand over Unsubstantiate but you already have enough draw, and Unsubstantiate doubles as a Boomerang, Chain of Vapor could be very good over Disperse especially in a multi player game because often ppl will not target you back with it becuase you have mostly 1 drops, they will target someone else and it ends up being basically a 2 for 1, Gemstone Caverns for some good early game ramp, Cavern of Souls if you can afford it, it add protection 4 your commander and hits about 7-8 creatures if u call elves and about 5 if you call rogues, Merfolk Spy, Jhessian Infiltrator, Surveilling Sprite, and Faerie Impostor increase the rogue count all though i doubt any of your creatures will get countered, your better off adding to your faerie count with Zephyr Sprite, Surveilling Sprite, Faerie Impostor, Mothdust Changeling , Scryb Sprites and Cloud Sprite for Spellstutter Sprite, Signal Pest is good, has evasion and is kinda like an anthem,Notorious Throng is real good if you get your rogue count up, take an extra turn and get some 1/1 flying faeries, heck yeah, also almost forgot, Spellskite is pretty good its cheap adds a decent blocker plus additional protection for edric and it can shut down/slow down many deck types and commanders, slows down tron builds, meren builds and flicker builds,

YellowFlassh23 on Blue/Black Faerie Rogue

4 months 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 (-)

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