Creature — Drake
When Peregrine Drake enters the battlefield, untap up to five lands.
|Have (3)||rockleemyhero , pskinn01 , metalmagic|
|Want (5)||BaconTrail , mkaufhold , captainninjakid , Cablead , calypzo|
Printings View all
|Planechase Anthology (PCA)||Uncommon|
|Eternal Masters (EMA)||Common|
|Planechase 2012 Edition (PC2)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
- Eldrazi Displacer + Peregrine Drake
- Archaeomancer + Displace + Peregrine Drake
- Deadeye Navigator + Peregrine Drake
|Commander / EDH||Legal|
Peregrine Drake occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Peregrine Drake Discussion
11 hours ago
As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.
There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.
The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.
Onto the soft wincons:
The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.
The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:
1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.
2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.
The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.
Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.
Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.
Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^
2 days ago
Hey! There are quite a few infinite blink combos available. I play a high powered Roon of the Hidden Realm deck that aims to end the game with blink combos typically.
Panharmonicon is essential in a blink deck - and can be a combo piece as well. With a panharmonicon in play, Felidar Guardian / Restoration Angel or Wispweaver Angel provides both infinite mana and infinite blinks. One guardian trigger will target a land, and the other targets the other creature. Restoration angel triggers and one targets guardian, and another targets another creature.
Eldrazi Displacer + Peregrine Drake, or Deadeye Navigator + Peregrine Drake both are infinite blinks and infinite mana. The more you play the deck with cards like this, and especially with Panharmonicon, you will find random combos that can go infinite. Just as an example, i found a combo the other day of Panharmonicon, Peregrine Drake and Venser, Shaper Savant gives infinite mana and you can biunce your opponents boards to their hands.
4 days ago
Ooh thanks for all the suggestions Andrew30001! Since this deck is so new, a lot of cards are just ones I already owned. In terms of the counterspell suggestions, I really like the Stormtamer and Spellsnatcher. Siren Stormtamer looks perfect for all the Bojuka Bogs going around in my playgroup, and Kheru Spellsnatcher is another counter that lets me steal the spell for later use.
Speaking of the land searches too, I actually picked up a cheap Expedition Map the other day, I can use that and Sakura-Tribe Elder. However, while I was eyeing up the Saga, The Mending of Dominaria will shuffle my graveyard back into my library which is what I don’t want. I’ll have to look for an Eternal Witness and Mind Funeral for sure.
Devious Cover-Up and Bond of Insight are both for recursion of instants/sorceries but possibly replaceable once I test and see how new cards are interacting. Peregrine Drake alone is admittibly only good if I have the bounce lands out, but Deadeye with any of the etb creatures is great (Gravebreaker Lamia/Gray Merchant of Asphodel/Ravenous Chupacabra etc). Mesmeric Orb is awesome but too pricy if I want to keep this deck budget. Mindslaver is certainly interesting and I’ve seen the constant replaying to keep controlling someone, I don’t particularly want to be playing it. It’s simply not a fun card for whoever I’d be controlling and I don’t participate in any sort of tournaments.
6 days ago
Hi, I'm looking around the net for some ideas on building a new common/uncommon commander. Currently have Ghave and Animar built. I saw your list and was curious why you're not running either Windfall to go with Narset, Parter of Veils or Retreat to Coralhelm to go with your put land into play creatures like Sakura-Tribe Scout? Also Thwart synergizes with Tatyova's strategy.
Seems like your only ways to win are combat damage / infect with token creatures made from Rise from the Tides, Sprout Swarm, or Zendikar's Roil. Maybe possible taking someones Eldrazi or something with Take Possession. Do you think Centaur Glade would be a decent addition to your token producers?
How has the deck played out for you? Decent win ratio? What's your meta like (very casual, mid-power, high-power, competitive)?
Are there any infinite combos that you've considered? Maybe something like Peregrine Drake + Ghostly Flicker + Mnemonic Wall or maybe Temur Sabertooth + Peregrine Drake + some lands that tap for 2 mana. Infinite mana basically just gives you a lot of token creatures though. Maybe Capsize would be your way to end the game on the same turn you get infinite mana.
1 week ago
I'm guessing General Tazri is your commander. As smackjack pointed out, just play Deadeye Navigator + Palinchron / Peregrine Drake / Great Whale then bounce your commander, fetching and playing Kalastria Healer. Then bounce your commander some more.
Tooth and Nail is super good here too, lets you win on the spot.
1 week ago
1 week ago
Nice unique take on Muldrotha! For starters, I would try to cut as many nonpermanents as possible because the less of those, the more cards you can cast with Muldrotha. I would take out Counterspell, Devious Cover-Up, and Price of Fame and replace them with cards like Lunar Force and Decree of Silence or even Siren Stormtamer and Kheru Spellsnatcher. You could also replace them with plain removal like Pernicious Deed, Oblivion Stone, Hostage Taker, etc. However, I very much like Spelljack because it is so on theme with the deck, keep it in! In terms of ramp, Cultivate and Explosive Vegetation are great choices, but you can get by with using Sakura-Tribe Elder, Wayfarer's Bauble, Khalni Heart Expedition, The Mending of Dominaria for your ramp package. These are useful because, once again, they are repeatable. I would also cut the Llanowar Elves if you add enough other ramp cards. Archaeomancer can be upgraded for Eternal Witness. Bond of Insight, Merfolk Secretkeeper, and Mire Triton feel a little out of place because they only mill a few cards. If you want big mill spells I would put in Mind Funeral and Traumatize and for permanents that mill, Sidisi, Brood Tyrant, Stitcher's Supplier, and Dreamborn Muse from your sideboard are all great cards and to top it all off Mesmeric Orb is a terrific card. If you want more instant and sorcery recurral The Mirari Conjecture is great for that. I'm not sure what Deadeye Navigator and Peregrine Drake are doing for you when they are on their own. Evil Twin, and any cards that copy other creatures are flavorful additions. Lastly, why not just steal their permanents when you can also steal their turns with Mindslaver. I hope my ideas have helped, and I hope you keep improving this deck!
3 weeks ago
Hey there, here is an interesting infinite you can pull out, even without the commander and would help a lot with ETB effects. You only need a Peregrine Drake, a Displace and a return instant/sorcery from grave like Archaeomancer. You initially exile and return (aka, blink) these two guys and generate infinite mana on your pool, and with all this mana, you may cast Displace on any ETB creature and the Archaeomancer, this way you always renew the Displace and infinite the ETB effect from a creature.