Notorious Throng

Legality

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

Printings View all

Set Rarity
Morningtide (MOR) 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

pisqnek on Ultimate Tribal Lords

4 days ago

I had a deck like this back in 2013 when Arcane Adaptation wasn't arround. These two were really good: Unnatural Selection Imagecrafter

Also prowl spells work with Ultimus as he is a Rogue: Notorious Throng Knowledge Exploitation

You are also missing 4 lands: Mishra's Factory Blinkmoth Nexus Elephant Graveyard Swarmyard

For bonus points I used: Sun Quan, Lord of Wu - best way is to finish them off with fish riding horses

Back from the Brink - this is the only? way to get creatures back in mono U

Artificial Evolution - you can change Swarmyard to regen Merfolks, Wizards etc.

I remember not playing with Scion of Oona as it disabled all my Regens and pumps from lands Higure, the Still Wind seems like a fun addition also

Cheers!

lamocomp1 on Yuriko, the Doomsday Shadow

1 month ago

Will add Equilibrium, its cheap and looks awesome, i think its better than Sleep almost any time, thanks for idea:)

Jonas_Poponas I agree, that 1-mana evasion creatures are better most of the time and help get turn 2 youriko, which is what this decks wants. What I don't agree with is playing 2-cmc guys that most of the time don't have anything but bad evasion.

Yeah, i get, that Notorious Throng is really good - but 50% of games you will not even get it, but your evasion guys are worse every game (and some just don't work against some colors). IMHO just swap Throng with Time Warp and try owls - they work really well in my playtests, you almost never hit lands with Yuriko triggers.

Dowsing Dagger is suuuper dope - gilded lotus, that is much harder to remove.

Does Vela the Night-Clad work out for you? 6 cmc is a lot for 4/4.

Jonas_Poponas on Yuriko, the Doomsday Shadow

1 month ago

@lamocomp1 I appreciate your enthusiasm for the deck already.

First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.

The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.

I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.

As other evasive 1-drops I'm thinking about Tormented Soul, Jace's Phantasm, the new Pilfering Imp and/or Flying Men.

I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.

The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].

I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger  Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.

elerosse on Yuriko Ninja Hack

1 month ago

Thanks Sylvanrush, Insidious Dreams is already in the list. Notorious Throng is there as an extra turn spell with upside. I tried to keep my rogue count high enough to get some extra evasive dudes, and if I have a hack like Arcane Adaptation out, then I get even more Yuriko, the Tiger's Shadow triggers that next turn.

Glint-Sleeve Siphoner is definitely a maybe, but being a rogue, evasive, and offering extra draw feels worth it. Could definitely be replaced though.

Laboratory Maniac is a wonderful card, but sees play in a few of my other decks. I wanted to restrict my wincons for this deck to make it a bit more "fun". If I go the labman route there are much more efficient Doomsday piles to be made. Thanks for stopping by!

Sylvanrush on Yuriko Ninja Hack

1 month ago

Hiya elerosse! Super spicy Doomsday idea! Maybe add a Laboratory Maniac just in case? Initially Notorious Throng looked awesome, but since Yuriko specifies loss of life, I'm not sure you'd get the trigger on Notorious Throng's damage specifier. I'm not sold on Glint-Sleeve Siphoner, it's ok, I suppose. Add maybe Insidious Dreams?

Panas on Yuriko Ninja Academy

2 months ago

Oh man! This will be a challenge :p

As I said before, the biggest issue you will come across is how to get your ninjas back to be used with your unblockable creatures. Besides the suggestions I already gave you, a card like Paradoxical Outcome can help protect against boardwipes, draw cards, and bounce your ninjas in one tidy little package! :)

Deepfathom Skulker can be a good top-ender for your curve. Baral's Expertise is always fun and powerful as it allows flexibility on what you bounce (maybe a threat, maybe a ninja) and then you get something out for free. Disappearing Act is a redundant effect for Familiar's Ruse.

Your selection of evasive creatures is decent, but there's more more reliable ways of doing it in abilities like shadow (which you are already including) and horsemanship. Both of these are more reliable than flying for all intents and purposes. I do like the rogue synergy with Notorious Throng but it may still be a good idea to make some replacements with no-mbos such as Oona's Blackguard, Glen Elendra Liege, and Tetsuko Umezawa, Fugitive.

Think about including Prying Blade in your ramp package. It's better than it looks in a multiplayer format, and you have unblockable creatures to boot :)

I would look into Curse of the Swine, Evacuation and Devastation Tide as boardwipes, over the finale (albeit it being very powerful. The problem is, it will be harder for you to recover from a true boardwipe, and your opponents will be playing those most probably. If you want a harder form of removal, I'd look into Living Death. A card like Haunted Crossroads can also be very helpful at times.

That's all I have right now... Let me know what you think of these cards, and if you'd want to try some or all of them, or others out, we can work on making cuts for the replacements :)

Cheers!

enpc on Why Every Commander is Competitive

2 months 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 months 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.

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