Pestermite

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Pestermite

Creature — Faerie Rogue

Flash

Flying

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

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Pestermite Discussion

JoltsOfEnergy on Cards that should be banned in EDH

2 weeks ago

Maybe put Kiki-Jiki, Mirror Breaker and Splinter Twin on this list too? It is just incredibly easy to go infinite with them. You only need one other creature that either blinks or untaps upon ETB and you win the game. More broken than Tooth and Nail imo, cuz it's easier to flash in a Pestermite or something similar on your opponents turn and win on turn 4/5 then it is to ramp up to 9 mana.

demonicgrizzly on Breya Ad naus

3 weeks ago

Hey mmcgeach, what do you think about adding in the Splinter Twin combo? It gives yh additional targets with Animate Dead and both Pestermite and Deceiver Exarch have useful abilities on their own. Thinking of adding it to my deck while I save up for some of the more expensive cards like Lion's Eye Diamond and dual lands.

gekkoe on Maelstrom Wanderer Combo

4 weeks ago

By the way, you may want to consider adding Drift of Phantasms. It tutors Food Chain and it can be gotten with Worldly Tutor, Sylvan Tutor (which you might also consider adding), Imperial Recruiter, etc.

If you get enough creature density in your list you might also consider Tishana, Voice of Thunder and/or Soul of the Harvest for some added card draw or, if you'd prefer to keep it a bit cheaper there's Glimpse of Nature.

Also, though it isn't the most wonderful card in the world I find that Pestermite is worthy of adding because it's fetchable with Imperial Recruiter.

I ended up overhauling your mana base a bit in the list I'm working on, but I assume the changes would be rather obvious and that you probably kept yours the way it is because of card availability?

sylvannos on Core of Faeries

1 month ago

If you're Mono-Blue Fae, you go with Scion of Oona, Mistbind Clique, Vendilion Clique, Spellstutter Sprite, Pestermite, and Faerie Miscreant, with a few Snapcaster Mages and Ninja of the Deep Hours.

If you're in U/B, you start running out of room to play creatures because you have so many other good cards (Inquisition of Kozilek, Thoughtseize, Fatal Push). It becomes much easier to only play creatures with flash and tempo your opponent out of the game.

I'm also curious about why we don't see more Elder Deep-Fiends in Faerie lists. When you have a Mistbind Clique, Elder Deep-Fiend actually costs less than playing a second Mistbind Clique. But more importantly, it's like having 8 Mistbind Cliques, giving you the ability to TimeWarp at instant speed 8 times in your deck.

Feyamius on Ertai, the Controlly

2 months ago

I'm building an Ertai deck as well that follows these considerations:

  • I want to counter stuff, and I want to counter it with Ertai

  • If Ertai can't counter stuff, that's probably because I've got nothing to sacrifice. I still want to counter, but I need sac fodder, too. That's why I run otherwise quite bad spells like Geist Snatch and Summoner's Bane. Or, if I don't have a counter spell at hand, I can cast a carddraw spell in response and let Talrand, Sky Summoner, Docent of Perfection  Flip or Metallurgic Summonings do the rest.

  • It's better to never stumble in this kind of situation, so when Ertai counters stuff, I want a new thing on the board immediately to sac it next time. It's like Lullmage Mentor was made for that job in this deck.

  • Another reason I couldn't counter stuff with Ertai may be because he's tapped. I don't want that. He shouldn't be tapped. So I run Deceiver Exarch, Pestermite, and Village Bell-Ringer that I can flash in to untap Ertai - and to serve as sac fooder for his counter ability. How convenient!

  • Again, it's better to never get in this situation. So I gave him a nice little wand: Thornbite Staff. Whenever we sac a creature to counter something, Ertain untaps again immediately. When Lullmage Mentor is on the field, we have a nice little engine here. The Mentor works quite good with Intruder Alarm instead of the Staff, too.

  • Intruder Alarm works equally well with our emergency counterspells. If Ertai is tapped and therefor can't counter stuff, we counter with e.g. Summoner's Bane, get a dude, this entering the battlefield triggers the Alarm and untaps Ertai.

  • Friendly reminder: I want to counter stuff. I don't want to destroy or exile stuff. That's not my thing with this deck. So even if I missed countering something I don't like, I return it to hand, so I can counter it later. Capsize is your best friend in this deck, even if it is a bit boring. Just as Cyclonic Rift. I still have to find something cool and synergistic here.

Pieguy396 on Riku's Forces

2 months ago

Hey there Cool deck you have here! Just based on some of your includes, like Tooth and Nail, Cryptic Command, etc. it looks like you dont have a particularly constrained budget, so my suggestions will reflect that. Also, Riku is typically a fairly combo-based deck, and based on the fact that you have Palinchron in your deck (a card that goes infinite with your commander), Im also going to assume that your playgroup is OK with winning by combos. If those are incorrect assumptions, feel free to ignore me.

OK, lets talk additions.

Mandalorian on Riku the Doubler

2 months ago

I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku

Eternal Witness+Conjurer's Closet+Walk the Aeons

Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.

Sage of Hours+Sandsteppe Mastodon+Roaring Primadox or Conjurers Closet

Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.

The oldest infinite turns combo that's ever existed is expesive but efficient if you can afford it. Time Vault+Voltaic Key

Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.

Other infinite combos you can do in Temur colors

Presence of Gond+Intruder Alarm for infinite tokens

Splinter Twin or Kiki-Jiki, Mirror Breaker+Deceiver Exarch or Pestermite or Bounding Krasis or Zealous Conscripts for infinite copies or Combat Celebrant for infinite combats.

Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat

Squirrel Nest+Earthcraft+Goblin Bombardment for infinite damage

Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage

Hive Mind+Summoner's Pact or Pact of Negation or Pact of the Titan

Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.

Hope this gets the brewing juices flowing!

Ghillie on Sure Hit

2 months ago

Spenzerr I'm not going to replace my Royal Assassin with straght kill spells, at least for the time being. Also, Pestermite hasn't got cipher, so I'm not going for it either. But the other ones are interesting, thanks :-)

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