Poison-Tip Archer


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Uncommon

Combos Browse all

Related Questions

Poison-Tip Archer

Creature — Elf Archer

Reach (This creature can block creatures with flying.)

Deathtouch (Any amount of damage this dealt to a creature is enough to destroy it.)

Whenever another creature dies, each opponent loses 1 life.

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Poison-Tip Archer Discussion

ERoss8 on combo deck Myr Retriver w/ Heartless Summoning

1 week ago

Falkenrath Noble is an auto win with Heartless Summoning and 2 Myr Retrievers. More expensive options include Pious Evangel  Flip’s flip side, and Poison-Tip Archer

Boza on Beginner Black / Green Deck

2 weeks ago

Card games in general and especially MTG thrive on consistency - the more often a deck can do the thing it is designed to do, the better. When constructing a deck, you are allowed up to 4 copies of each card that is not a basic land. The best thing you can do to improve the deck is play with it more and determine which cards you like (increase their numbers of copies) and which cards you do not (decrease their numbers of copies).

Usually, strategies include two types of cards - payoffs and enablers. An example of a payoff in your deck is Poison-Tip Archer - the more creatures die, the more its ability is used. An example of an enabler for that payoff card is Ravenous Chupacabra - it kills a thing when it enters the battlefield, triggering the archer. Another enabler would be something like Doomed Dissenter - it dies and makes a token, so it can block good and trigger the Archer twice. Weirdly, Macabre Waltz is also an enabler - it returns other enablers to your hand so that they do work again.

Aggressive Mammoth is another example of a payoff. You get a huge creature with a good ability. However it cost a lot, so you need to run enablers like Manalith to get you there faster.

Thus, the best way to improve is to find a payoff you like, figure out what your enablers will be and max out on copies of each of those.

EDedan on Have Core 19 given us ...

3 weeks ago

The set Guilds of ravnica is going to be released soon :DD

And i can't wait to see what the meta game is going to become, the set looks amazing, love the all the new cards in the set

But something stirred within me when i thought about the core 19 multicolored uncommon and how "Much" synergies that there is in those cards...

Heroic Reinforcements = Gives you new mentor targets and pumps the whole team which is basically what you wanna do in a aggressive deck. See also Legion Warboss, Swiftblade Vindicator and Chance for Glory

Enigma Drake = the mechanic of the set is Jump-start which means that the spells got value after it lands in the graveyard, this gets better with for each spell in you're graveyard and there is also a "Better" version of this which also draws a card when it enters the battlefield a.k.a. Crackling Drake

Satyr Enchanter = green and white aka "Selesnya" have now in my opinion become the best enchantment pairing in standard. there is Seal Away, Ixalan's Binding, History of Benalia, Legion's Landing  Flip etc in Guilds of Ravnica there was Conclave Tribunal,Dawn of Hope and the best card in my opinion from the set Divine Visitation and a common support card in the set was Sumala Woodshaper..

Poison-Tip Archer and Psychic Symbiont seems to be the least synergetic of all the "Guild" pairings but Poison-Tip Archer synergies with the guild legendary Izoni, Thousand-Eyed and sometimes Vraska, Golgari Queen.

Psychic Symbiont has no synergies with "surveil" but it's the best mechanic in my opinion because of "card selecting" etc, this was a beast in it's limited format and it did what it was supposed to do which is to help the limited formate.

As for the other uncommons in Core 19..

Brawl-Bash Ogre = Either a sacrifice based mechanic or maybe morbid is going to return, i've thought about the mechanics "Madness" or "Hellbent" before this card, but who knows i haven't thought so much about this archetype..

Skyrider Patrol = +1/+1 counters have been a staple of the simic guild, there was "Evolve" in gatecrash and "Graft" in Dissension, what if there was a mechanic which activates when a creature gets a counter or a counter enter's "the battlefield" aka triggered ability for counter's..

Aerial Engineer = in the lore for the set, the Leader of the Azorius get's killed by Vraska, Golgari Queen as seen in the card Assassin's Trophy, maybe the Azorius will go in a new directions with thopter's as surveillance aka 1/1 flying artifact creture tokens, maybe there will be a "metalcraft" mechanic in the azorius which symbolises a new direction. See also Skilled Animator and Sai, Master Thopterist because synergi if it is a artifact theme.

Draconic Disciple = maybe "Ferocious" or "Formidable" because in the card Street Riot i feel like domri is rallying his clan into "anarchy mode" then this card pumps all you're creature's attack and it gives them trample..

Regal Bloodlord = this is pretty much "lifegain payoff.creature" Soo What if the Orzhov mechanic was something with lifegain such as "If you've gained life this turn, it does this" such as Nightmare's Thirst or maybe extort makes a return... :DDD, for instance i hope there will be more cards such as Dawn of Hope cause of it's lifegain clause and there is also Resplendent Angel, Ajani's Pridemate, Ajani's Welcome and Epicure of Blood which has synergies also ;)

Maybe i'm overthinking things but i really liked the uncommons from Core 19 and my favorite of the uncommons was Regal Bloodlord.

This is only my thoughts but i think it's fun to think and theorize about sets but if you all think i'm crazy then by all mean tell me why, i can stand by this but by all means change my mind.

Boza on Morbid Sacrifice *HELP

1 month ago

So a morbid-based deck needs three types of cards:

1/ Creatures that die easily and/or for a benefit
2/ Ways to kill your own creatures and/or the opponent's
3/ Morbid payoffs

So, for number 3 we need some creatures that do something when another creature dies. The best one IMO is Skirsdag High Priest, followed closely by Blood Artist, Poison-Tip Archer, etc.

For the second one, a simple Viscera Seer gives a small random bonus.

For the first one, something as simple as Pawn of Ulamog or Doomed Dissenter are good options.

Additionally, here a couple of lists for a Mazirek sacrifice commander I compiled, maybe some of your new cards are there:

Mazirek Test List
Mazirek Top 100

This is more EDH oriented, but there are so many cards, that something is bound to catch your attention.

IAmTheWraith on The Deckwatch [Home Base]

1 month ago

Ok, so here's my dilemma:

I started to build my FCIzoni deck, but I found myself putting in a lot of the same cards in it that I had in #4000 Tokens :). So, I could use some opinions here, should I just combine the two decks?

As I thought about it, Illness in the Ranks would just let me win with Izoni, Thousand-Eyed as long as I have a Blood Artist/Zulaport Cutthroat/Poison-Tip Archer in play. Thoughts? Do I just drop the FC plan entirely?

Thanks for any and all input!

thegreatwizard on Extra Kobold Flavor!

1 month ago

Nice deck! You might consider some haste-enablers such as Anger, Bloodsworn Steward, Xenagos, God of Revels, Fervor, Concordant Crossroads, Mass Hysteria, Lightning Greaves, or Fires of Yavimaya to get huge amounts of burst damage with Prossh and OTK opponents out of nowhere. Also with the amount of tokens you generate, cards that have synergy with armies of tokens (e.g. Parallel Lives, Doubling Season, Overwhelming Stampede, Triumph of the Hordes, Harvest Season, and Second Harvest) could be very effective, especially if you area able to curve out with Parallel Lives or Doubling Season into Prossh the next turn. Also, cards that can turn your many tokens into mana could have a lot of potential as well. You've already included Cryptolith Rite and Growing Rites of Itlimoc , but the addition of Ashnod's Altar, Thermopod, Pawn of Ulamog Cards like Green Sun's Zenith, Chord of Calling, Heroic Intervention, Damnation, Crux of Fate, Sylvan Library, Vampiric Tutor and Demonic Tutor could provide the the deck with additional consistency, utility, and power. If you wnt to add another mana-doubling card, Mana Reflection would fill that role. It looks as if you have a bit of a 'sacrifice stuff' subtheme as well, so more cards to add for that could be Barter in Blood, Birthing Pod, Blood Divination Attrition, Awakening Zone, Bloodspore Thrinax, Disciple of Bolas, Eliminate the Competition, Mazirek, Kraul Death Priest, Sidisi, Undead Vizier, Sadistic Hypnotist, Goblin Bombardment, and Razaketh, the Foulblooded. Other considerations might be Sprouting Thrinax, Goblin Sharpshooter, Atarka, World Render, Grave Titan, Oracle of Mul Daya, Dragonlair Spider, Stalking Vengeance, Tempt with Vengeance, Xenagos, the Reveler, Poison-Tip Archer, Avenger of Zendikar, Fecundity, and Pitiless Plunderer. Those are just a few suggestions, and good luck with the deck!

Gleeock on War All the Time

1 month ago
  • IMO, with a good amount of playtesting you don't need quite as much redundant "force attack" creatures... hard to say. I usually focus on populating my opponents with little pingers or laying down groupslug stuff early on, then drop Thantis once the field has been populated. I have found that it is not such a bad thing to let them rush at you with a mid-level swing wide approach, either your crackback is going to massive... or a token/overrun strategy is so out-of-hand that you are already going to lose anyway. I think Grand Melee, Goblin Diplomats, Fumiko the Lowblood are all redundant.

  • LIFELINK tested better for me than deathtouch! My reason for this: having a giant spider kills enemies just as dead as deathtouch. Evasion? I'm not that worried about evasion unless the majority of my opponent's field is vigilant (happened once) In which case it was a war of attrition where my slug enchantments went to work. That being said: Bow of Nylea is low CMC & a swiss army knife of abilities. Poison-Tip Archer life-loss ability is still sweet. Whip of Erebos does SERIOUS WORK, gives limited recursion someone mentioned above. I forced a bunch of 1/1's to attack me (blocked one with Thantis) and GAINED life due to Thantis growing before combat dmg was assessed, then I crackbacked for massive lifegain... also toying with Loxodon Warhammer for this purpose.

  • I don't tend to use much "dictate" effects because my strategy pretty much assures that they have an ample supply of weenies to sac anyway & I want those weenies to go to work popping dmg through on tapped-out opponents, not durdling around with sac-all day slowdown stuff. In effect, 4:7 games I have populated opponents with creatures, played small nuisance groupslug enchantments, somebody predictably controls the field with creature-based boardwipes, I enjoy my incremental dmg enchantments going to work on an empty battlefield.

  • My deck may have some decent ideas (although the idea behind it is MINIMAL CONTROL, which alot of people are uncomfortable with).

    The Brown Spider

    Commander / EDH* Gleeock


MarloweH on -1/-1 counter combo question

1 month ago

these cards are in my Hapatra, Vizier of Poisons -1/-1 and token EDH deck. With a token producer like Hapatra, Vizier of Poisons, Nest of Scarabs, or Flourishing Defenses along with Grim Poppet and Blowfly Infestation out, would there be an infinite supply of tokens? The deck gets kind of confusing because i get many triggered abilities. I believe several various possible win conditions could be through draining life, combat damage (extra tokens) with any of the following cards Zulaport Cutthroat, Obelisk Spider, Poison-Tip Archer, or Falkenrath Noble, Ogre Slumlord, Doubling Season, I think this is how it works. (with the cards from the first part) 1: remove a counter from the poppet 2: place a counter, get a snake, kill a snake 3: place another counter, get another snake, kill another snake 4: repeat Would the process above function and kill and create tokens infinitely?

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