|Commander / EDH||Legal|
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Creature — Faerie Rogue
When Pestermite enters the battlefield, you may tap or untap target permanent.
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|Have (9)||Mousemke , ironax , ibraJG84 , fireborne1986 , NOGzFTW , pskinn01 , maR2307 , TehDelta , rockleemyhero|
1 week ago
The blocker will always be able to survive combat as long as the attacker doesn't have some form of evasion. For instance, if one player is using Deceiver Exarch and the other player is using Pestermite, the Pestermite player will be able to win when they attack.
2 weeks ago
2 weeks ago
Thank you thumbs14! I appreciate your suggestions. I think my biggest issue at the moment is balancing out my mana base. More often than not I'm becoming mana flooded, which I suppose is better than being mana screwed, but it is still frustrating. I like your suggestions, but I'm not entirely sure what to take out and how to implement them.
Do you have any suggestions on other ways to create Cromat tokens? Or any creatures that would help? I'm looking for some shenanigans with Splinter Twin and Cromat, but most infinite combos with Splinter Twin only work with Pestermite or something similar.
3 weeks ago
Thank you gentleman, for not only your input, but also your praise. I have been away from the site for some time. I have had finals this week, for Summer school. I agree very much with you both on the way the deck should be routed and tuned. I will take note and do that accordingly. I felt that the added the extra "umpf", for the combo to be drawn into. Gas alsways seems to be the issue with combo. You always hear Q: "What happened?" A: "I didn't get it." I can see a straight shell. I really like the idea of 4x Lingering Souls, by the way. Allow me to rearrange the deck.
Hello there. First and foremost, allow me to thank you for taking the time to provide me your constructive criticism and opinions. I would also love to enlighten you on how the deck synergy works, as well as how it is viable (just like other creature combos in MTG), as other 2-piece creature combos with Melira, Sylvok Outcast & Kitchen Finks or Kiki-Jiki, Mirror Breaker & Pestermite work, there are more, but these suffice, for explaining that removal doesn't always play according to plan--just as combo does not. Everyone always seems to have the perfect scenario, but yet here we all are, on Tappedout to attempt to gain insight on the game entirely.
Understanding the Combo:
Maralen of the Mornsong + Leonin Arbiter means that per every search-- mana must be paid or the search will not happen. This become increasingly more difficult as spells such as Shadow of Doubt combined with Thoughtseize and Spell Pierce. It becomes incrementally more difficult when the player must also pay for their normal spells and constantly loose 3 life on top of creature combat i.e. Dark Confidant, Maralen of the Mornsong, Leonin Arbiter, and Lingering Souls, so there are various ways to "win" the game.
First to understand the combo properly, you would need to read the cards carefully. Now, perhaps there was some confusion, however, do not forget how much mana it takes to pay, for searching AND playing spells. There are also 11x + discard & counter spells in the deck to strip the hand, like other decks. I am going to assume that you have played against 8-Rack. Now, if you will, imagine that same scenario, however, now you cannot search for cards unless you are paying an additional mana just to play your turn. Also consider the factor that you cannot draw and your hand is getting stripped, your creatures Path to Exile'd & Fatal Push'ed--all while your opponent puts more cards into their hand.
I will concede to you that the deck is not perfect and sometimes things to not work out, like Tron not getting Tron online in some games or not drawing a second mana to keep Tempo with the opponent, but it is also probability on top of piloting and skill that makes something work. It does get weaker the larger the mana base gets. On that notion it is a small inclusion, but with the inclusion of Ghost Quarter, Aven Mindcensor, and perhaps another Shadow of Doubt the deck will be even more viable.
I have seen many people lose with a full hand to only a Tarmogoyf on board, so the argument that this cannot lock out an opponent while stripping their hand, countering spells, and destroying their mana base, all while denying or "taxing" the mana base--which is already stressed, having to pay , have mana open, for the turn's spell, and hope the spell resolves or is not removed or discarded, prior to being cast. Creature combat wins games, too.
Overall I would have to remind you that this is an idea I put together. More so, one on a website, for people like you to pick it apart like you're doing for me now, so I may improve it. I would imagine that this explanation clears up your confusion. However, not everyone operates with the same processing.
1 month ago
Not having Imperial Recruiter makes it tough on Animar, because the Recruiter enables so much of what the deck wants to do, on top of being the key piece in a lot of combo chains. I agree with a lot of what JMCraig has said, but I'd like to offer some advice in regards to running Kiki-combo in Animar:
First, I'll acknowledge that running Kiki-combo comes at a small cost in consistency, in that all those cards could instead be mana dorks or ways to draw more cards. Those slots could also be used for silver-bullet spells geared to your meta, such as running Scavenging Ooze for dealing with The Gitrog Monster (which is Animar's only real way of interacting with Gitrog's combo beyond stealing Gitrog with Gilded Drake). That being said, Kiki-combo does offer you a combo that doesn't rely on having Animar in play or necessarily require chaining with Recruiter.
If you are running Kiki-combo, you'll also want Bloom Tender, Glen Elendra Archmage, and Birthing Pod in your deck to give your Kiki-combo pieces added value and integrate them better into the rest of the deck. Bloom Tender is great in general, and if you have both it and Animar with 2 counters out Deceiver Exarch and Pestermite essentially become pseudo-Dark Rituals by untapping Bloom Tender.
The reason you want Birthing Pod and Glen Elendra Archmage is because they let you go: Activate Birthing Pod and sacrifice the Archmage -> Persist brings back the Archmange -> fetch out Zealous Conscripts when the Pod's ability resolves and use the Conscript's trigger to untap Birthing Pod -> Activate the Pod and sac the Archmage again to fetch out Kiki-Jiki to combo off with the Conscripts.
You can also use the Pod to sac a 2-mana creature -> fetch Pestermite -> untap Pod -> activate Pod and sac the Pestermite to fetch the Archmage. You are stopped there for the turn, but just having the Archmage out (hopefully with some blue lands untapped to use its ability) can put a lot of pressure on your opponents. They now have to play around the Archmage, and if they can't either kill it once or force you to use its ability then you are threatening to end the game on your next turn. The whole process is fairly easy for your opponents to interrupt if they time their removal right, but on their own both Birthing Pod and the Archmage offer a lot on their own as deck inclusions anyway.
Beyond those combos, you can used Pestermite and Deceiver Exarch as "free" creatures when comboing off with Cloudstone Curio, or to tap down potential blockers or counterspell mana at the end of an opponent's turn. And on more than one occasion I've cast Zealous Conscripts right after casting Kozilek to give Kozilek haste and swing for the Annihilator trigger.
As a side note, I've found that I don't like running Splinter Twin in Animar. I've often found having a 4-mana non-creature spell that is only useful in specific situations to often just be a dead draw. However, I know some people have included it for extra redundancy, so whatever suits your fancy.
Anyway, if you do end up keeping Kiki-Jiki in the deck for a while longer, I hope these ideas help.
1 month ago
There are deck-specific combos and general combos.
Deck specific combos will usually have one card that combos with the commander (Sliver Queen + Mana Echoes), or two cards where one can be multiple cards in the deck (Sac Outlet = Altar of Dementia, Ashnod's Altar, Phyrexian Altar, Blasting Station, Viscera Seer, etc...)
General combos are combos that make infinite something in any deck. Since they don't have anything to do with their commanders you'll generally see the same ones in most decks. They are usually two card combos, or three card combos where one card can be multiple cards in the deck (Sac Outlet or Mana Rock usually).
The most common general combos are:
Paradox Engine + Mana Rocks/Dorks + Something that taps to draw or returns to hand = Infinite Mana, Storm, and/or Draw.
Storm + Aetherflux Reservoir = Win.
Infinite Mana + Walking Ballista = Infinite Damage.
Necrotic Ooze + Creature combos in graveyard. (Usually Devoted Druid + Quillspike + Walking Ballista for Infinite Mana and Damage. This also works on its own. Another option is Walking Ballista + Phyrexian Delver for Infinite Damage.)
That's all I can think of at the moment.
Often good commanders that run general combos are an outlet for Infinite Mana, or are able to easily search out or recur pieces of the combo.
1 month ago
@Aethos Flare is interesting. It combos with Palinchron and provides mana for storming off. I think I'll try and find a spot for it. The rings + top combo isn't as consistent as I would like, but since I'm already running most of the combo, and the pieces aren't dead draws, I think I can find a spot for it.
@MrBamsGoesBoom I don't include Niv because my commander is all I need to win with. Having redundancy isn't necessary when it's in your command zone. This is supposed to be a highly competitive EDH deck, so it does have similarities to legacy, and yes, is very... very expensive. However, if you want to get into competitive EDH, there are numerous budget decks that can still compete at the relative same level.
1 month ago
This deck is a blast to play! It's everything I wanted from faeries, but more.