Pestermite

Pestermite

Creature — Faerie Rogue

Flash

Flying

When Pestermite enters the battlefield, you may tap or untap target permanent.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Modern Masters (MMA) Common
Lorwyn (LRW) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Pestermite occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Pestermite Discussion

Ziusdra on Card creation challenge

1 month ago

ZendikariWol I'm not sure you're reading all of the text involved in Fragile. Mox Iridium also triggers when targeted by creatures, planeswalkers, etc. Not just spells. i.e., you want to trigger it by making something more useful out of it--playing Animating Faerie, Tezzeret, Agent of Bolas, or Skilled Animator, or something cheaper so that you break even or actually gain mana out of the transaction. Use an Icy Manipulator or Unbender Tine to give yourself free mana, once per round (because if you do it more than once, you break it), on your opponents' turns or on your own turn.

Fragile also triggers this way. An opponent can kill it even without something that specifically targets artifacts--you're looking too specifically at cards that target only artifacts. A Brazen Borrower can kill it if it's played in response to you targeting it with a spell or creature. Or for that matter, a Pestermite can tap it, in response to its owner targeting it to try to get its use out of it, and before even that tapping resolves, it dies. Really, anything can kill it--even an opponent's Icy Manipulator, in response to whatever the first spell/ability that targeted it was. Your opponent doesn't need to cast two spells to kill it. They only need to target it with anything in response to you targeting it. BUT you want to target it in order to make use of its ability. Therein lies the risk/reward. Flickering it, as you pointed out, might be the best way to go infinite with it; you spend two mana, flicker it, generate two mana, and when it re-enters the battlefield, it forgets that it had been targeted before. You can use Venser, the Sojourner, Aminatou, the Fateshifter, Skybind, and Brago, King Eternal to cheat mana out of it this way, perhaps more cards than just that. Like I said, I'm sure one can find a way to go infinite off of it, which is why it's important that it's fragile.

Although, like I said, since it's a zero-mana artifact, it probably won't be used for what it's designed for--it'll probably just be one of the 99 in a storm deck or a cheerios deck, simply by virtue of being a zero-mana artifact spell.

Daveslab2022 on These cards should be banned

2 months ago

Y’all gotta realize that there’s a HUGE difference between Heliod/Ballista combo, and the original, true, t4 combo- Splinter Twin. The keyword “flash” is an incredibly important keyword. Slamming Pestermite or Deceiver Exarch on the end step after your opponent just tapped out was devastating. That’s not possible with this combo. None of the pieces are instant speed. That makes a world of difference.

Also, the colors the combo is in. Red/Blue twin combo made for an incredibly oppressive Control deck that could just win in one turn whenever they felt they had counter backup/ or just because you tapped out. You all are talking about a g/w Heliod/ballista deck. Not controlling, at all. It would more than likely be a deck committed fully to the combo, cards like Traverse the Ulvenwald and similar will probably be used to help locate key pieces to win.

These two distinct differences (flash, and color of the deck) are incredibly important when considering if the combo will get banned. I’m not even convinced it’s playable.

Azeworai on Fury of the Fae

2 months ago

It seems there are many cards in here that just don't do much, as well as there being naught in terms of basic essentials for a commander deck.

As for creatures:

Dewdrop Spy , Dream Thief , Faerie Duelist , Faerie Seer , Final-Sting Faerie , Hypnotic Sprite , Latchkey Faerie , Nightshade Schemers , Pestermite , Shinechaser , Surveilling Sprite , Thornwind Faeries , Wasp Lancer , and Wizened Snitches . None of these seem to stand out. They have lacking effects that don't bolster power level, but rather drag it down. Cards in other supertypes seem to fall under the same category.

Faerie Tauntings , Stolen by the Fae , Dimir Locket , Violet Pall and Dimir Locket all seem incongruous and lacking. Brainstorm is best when shuffling effects can launder away cards if need be. This deck has only two tutors. Stolen by the Fae is restrictive and minute in impact, as well as a sorcery. Violet Pall seems far too expensive for what it does.

For what I believe should be added, card draw, ramp, and threats.

Windreader Sphinx , Coastal Piracy , and Bident of Thassa are able to draw a considerable amount over the course of a match. Phyrexian Arena , Underworld Connections , and Consecrated Sphinx oft daggle me through the game rather easily.

Sol Ring , Smothering Tithe , Talisman of Progress , Talisman of Hierarchy , Azorius Signet , Dimir Signet , Orzhov Signet , and Mind Stone all carry their weight and herald efficiency.

For wraths, I find that two or three do the job well, and Rout or Cyclonic Rift seem to fit the plan of this deck well.

Dovin, Grand Arbiter could be a spicy option, and Unfulfilled Desires is a favourite of mine.

Good fortune to you, my liege. May all lout in your wake.

Alkadron on Weavers of Lore and Ley

4 months ago

On the one hand: I'm excited to see Huddle Up in more decks than just mine.

On the other hand: it's objectively a bad card and probably shouldn't be in a deck unless you're trying to lean into group hug.

Consider Pestermite or Breaching Hippocamp instead, which offer more ways to go infinite with Displace/Flicker.

dingusdingo on Why isn't Aetherworks Marvel played ...

4 months ago

Holy moly I don't even know why I post on these forums sometimes.

Alright, lets take a peek at the arbitrarily linked and now tangential Scute Mob . I'll even give us the benefit of the doubt that we untap on turn 3 with 5 lands to trigger the ability. Its unlikely you will get a turn 3 trigger for scute mob, as scute mob takes your turn 1, and there are no ramp cards that give 3 lands into play for 2 mana (with one small exception Summer Bloom but that means you're holding 1 scute mob, 1 bloom, and 5 forests in starting hand, or that you draw them by start of turn 2, so 7 specific cards of a 9 card hand).

  1. You play scute mob
  2. You swing with a 1/1, you've dealt 1 damage
  3. You swing with a 5/5, you've dealt 6 damage.
  4. You swing with a 9/9, you've dealt 15 damage.
  5. You swing with a 13/13, you've dealt 28 damage
  6. You swing with a 17/17, you've dealt 45 damage.
  7. You swing with a 21/21, you've dealt 66 damage.
  8. You swing with a 25/25, you've dealt 91 damage.
  9. You swing with a 29/29, you've dealt 120 damage.

So assuming no blockers, no combat tricks, and no pumps from you, as well as getting the trigger starting turn 3, its taking 9 turns to kill the table. This also assumes your damage spreads all nice and evenly with no damage being wasted as overkill on a player.

Now compare to

  1. Pass turn
  2. Pass turn
  3. Play Laboratory Maniac
  4. During your upkeep, play Demonic Consultation and win on draw step.

And a bonus one

  1. Pass turn
  2. Pass turn
  3. Deceiver Exarch or Pestermite or Village Bell-Ringer
  4. Pass turn
  5. Kiki-Jiki, Mirror Breaker , combo and win.

Yeah dude, Scute Mob is a noobtrap card, just like Sunbird :/ Its a threat, but its such an inefficient and bad threat that other people will win faster and easier than you with either of these cards. That's why its removal bait.

bossomus on 130$ Niv-Mizzet Spellslinger and Casual Combos

5 months ago

Just to say it, I personally hate infinite combos. I try to avoid them in my decks (except for long, over-complicated ones); however, if you're looking to do better and win harder and faster, then Parun is perfect.

I know that this will raise your budget by a little bit, but if you're looking for combos to win off of, I would suggest adding Kiki-Jiki, Mirror Breaker to your deck as well as a few combo pieces to go along with him. I'll list a few combo pieces:

I think that all of those also work with Splinter Twin which is a bit cheaper.

Enter the Infinite is also quite good. If you have Parun out, you deal a lot of damage with his ability. Usually, it's easiest to cast that spell if you have Omniscience which then allows you to play your whole deck for free. Easiest way to win from there is to play Jace, Wielder of Mysteries and +1.

The only other thing I can recommend is more wheels I suppose that's not just straight upgrades (I understand that budgets are a thing lol). Wheels allow you to find your combo pieces faster while also allowing you to do some damage with Parun. If you really want to make your wheels that much better and are willing to really extend on the budget, you could add Mind Over Matter and Dream Halls .

I'd make sure you actually enjoy playing infinite combos as well as make sure that you have an extra deck with you if you play a lot of the cards I recommended. A lot of people (myself included) don't enjoy games that last as long as shuffling your deck.

Regardless, best of luck with your deck!

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