Notorious Throng


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Rare

Combos Browse all


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

enpc on Why Every Commander is Competitive

1 week ago

I'm not saying you need to delve into lots of technical theory, my concern is that there is a certain vibe of "You can either win with a combo deck or... You know what, just play combo." Hell, your words are: "Well, though some decks (normally stax decks) can pull this off, I don't recommend it". I get that it's not as strong as combo when played as just pure aggro, but in the context of stax it can be incredibly effective.

Again, I get that beatdown isn't as represented in cEDH and that most beatdown decks will have a combo line out, however the fundamental design of the deck is not a combo deck. And yes, in the case of Edric you're chaining extra turn spells, but I still wouldn't call it combo. The problem with labelling everything which isn't "turn sideways, pass turn and hope you get to do it again" as combo both dilutes what actual combo is and can cause a lot of confusion. After all, Edric decks are usually digging for their Notorious Throng to close games out.

Storm however I would consider to be a combo deck. While it's not your classic "I generate infinite mana and then wreck you with Comet Storm" type deal, the look and feel of the deck is that of combo. You are daisy chaining plenty of spells which are generally netting you a lot of mana, only to power some sort of finisher.

But looking at macro, my issue is that your primer is glossing over the concept of aggro from a fundamentals point of view. I know it's under-represented because raw aggro is not as strong, but it's still a thing. Please don't get me wrong, I do think that for the most part what you're saying is fine and I think that there's some really good stuff in there. I just think it's worth talking about the combo/aggro/control triangle because it is the fundamentals of how MtG works.

As a side note with Eidolon of Blossoms, I run it alongside Elvish Visionary. Eidolon can fulfil the same kind of roles, however it also generates extra value with any other enchantment in the deck, but especially Gift of Immortality. And with Lead the Stampede vs Harmonize, it depends on what you're digging for. If it's a creature, sure. But of you're looking for an enchantment or artifact (Like Blasting Station, the staple win condition for a Saffi Eriksdotter deck), Harmonize is the better choice. Don't get me wrong, I don't personally run either however it's not a bad include, depending on build style.

elgosu1337 on Go Ninja Go

2 weeks ago

I would recommend playing more Ninjas to benefit from Yuriko's ability. Silent-Blade Oni, Throat Slitter, and Sakashima's Student all have useful effects.

For unblockable creatures, Thada Adel, Acquisitor is really good since there's usually at least one player with islands so you can steal their artifacts. Ornithopter is a cheap way to ninjutsu a player with no flying blockers.

Notorious Throng could be good to generate more fliers, and also gives an extra turn since you have quite a few Rogues.

Dowsing Dagger  Flip is a really good way to ramp since your creatures are unblockable. Sword of the Animist helps too, and removing lands from the deck increases the damage you get out of Yuriko's ability.

You could try Larceny to make opponents run out of cards since your creatures will easily deal combat damage.

Cyclonic Rift is probably the best blue spell since it deals with any situation, so you should include it if possible.

Nukeum22 on Rogueing around with Tetsuko

4 weeks ago

Notorious Throng can be a beautiful spell with or without the prowl

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

1 month ago

@KongMing - Unfortunately, while awesome, Notorious Throng is way to mana intensive and slow for this deck. After I get setup I really need to hold up responses so I don't get wiped. Thieves' Fortune on the other hand is very interesting. I no longer run enough Rogues to take advantage of it, but if I ever pick up an additional copy of Bitterblossom and they drop a few more valid Faerie Rogue creatures it's definitely something to keep in mind. Thanks for the suggestions!

hungry000 on Faerie Rogue Tribal

1 month ago

Hmm, I'm about 142% sure the infect player just drew the right cards. Infect is a pretty unfair deck a lot of the time, it commonly gets turn 2-3 wins. I haven't come across any lists that ran haste spells, so I've never been t1 killed, but it must not have been too fun :/. Sorry to hear you got banned there, though honestly flipping the table is a bit much. It's only a card game.

This deck doesn't have a very good infect matchup, so if you want to tune your deck against infect a bit, I suggest mainboarding more removal in place of Morsel Theft, Notorious Throng, Vampire Cutthroat, and 1-2 Oona's Prowler since they're the least essential cards imo (assuming you're running the list I have up there). Cutting some other ones is fine too, just don't go under 7 1-drops cuz they're important. Having 12-ish removal spells maindeck will help keep you from dying immediately, and if you can keep their creatures off the board long enough to make a decent board for yourself you should be able to win. In the sideboard play all 4 Inquisition of Kozilek if you can afford them (some Thoughtseize if you have them), lots of Dispel, Engineered Explosives is pretty ok too if you have them. 1 mana discard is your best bet against infect in the sideboard.

Sadly, in the end it just depends on what the infect player draws. Again, it's not a very fair deck.

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

1 month ago

You only have a few Rogues, but have you thought about integrating Prowl somehow? Bitterblossom is a great Rogue generator, and Faerie Miscreant's 1 CMC means it can drop out fast.

Notorious Throng is a hilarious card to end the game with, it's most useful if you're able to get 1/3 of your opponent's life in damage through. Once you deal the 1/3 damage, Prowl out Notorious Throng, and then do double that much combat damage on the extra turn for the other 2/3.

Thieves' Fortune also fits the theme of this deck. Fishes for an answer in the top four cards, for one mana if you pull off the Prowl. Good way to find the card you need to end or stall the game.

apavel on Tetsuko Umezawa, Fugitive: The Premiere Primer

2 months ago

Attack_of_Mogis I don't know about Mindshrieker and friends. I find when I test my Tetsuko deck, I prefer spending my late game mana towards protection or really fast clocks like the aforementioned Notorious Throng.

Attack_of_Mogis on Tetsuko Umezawa, Fugitive: The Premiere Primer

2 months ago

Notorious Throng is a major win-con late-game and Cipher cards like Stolen Identity could be very helpful. Knowledge Exploitation just seems fun in general.

You're definitely missing out on token producers like Chasm Skulker, who will get ridiculously big with this deck. In order to kill him, you could always run something like Pongify.

Is it me, or is Jin-Gitaxias a little overkill on the card draw, especially without something like Laboratory Maniac or Elixir of Immortality to protect from milling yourself out?

Finally, Gigantoplasm, Mindshrieker, Morphling, and AEtherling are good creatures that will let you do a lot more damage.

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