|Commander / EDH||Legal|
Printings View all
|Mirrodin Besieged (MBS)||Uncommon|
|Mirrodin Besieged: Mirran (MBM)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Artifact Creature — Pest
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Signal Pest can't be blocked except by creatures with flying or reach.
Signal Pest Discussion
3 days ago
2 weeks ago
TLDR - Its not a combo deck so get rid of slow stuff and get more things on the ground.
Board the Weatherlight seems not very good, I think almost anything in your maybe section would serve better than this. Spending 2 mana and a card to draw (bad) card really doesn't win affinity games. You want to be fast and have things in play, not to mention with 18 lands and no Moxs' this is super hard to cast and then make use of. I'd consider Servo Exhibition because of the combos with Signal Pest and Tempered Steel .
1 month ago
Cards I run in affinity that could help you here:
Master of Etherium : would be a 5/5 then get the +whatever/+whatever, plus pump your team
Karn, Scion of Urza : Can either be card draw or create tokens that when enchanted become at least 6/6's
Springleaf Drum : Especially w/ Memnite , can make insane starts by going Ornithopter , Ornithopter , Memnite , land, Springleaf Drum Springleaf Drum , Signal Pest . Just allows for more explosive nut draws.
Memnite : See above.
Cranial Plating : Easy to make your stuff huge quick.
Inventors' Fair : Keep your life high and be able to tutor for specific artifacts
Blinkmoth Nexus : Another artifact land
Cards you should consider cutting:
Tezzeret the Schemer : Inefficient removal, and the ult will never happen.
This is just my 2 cents, I hope you take these into considerati
1 month ago
Thanks for helping out kamarupa. I decided to have less lord effects like Always Watching and Signal Pest in favor of more interactive spells such as Spellstutter Sprite and Spell Queller ; tempo cards like that reduce the need for buffs every game since you'll be able to win with incremental value from countering threats and removal; having a board of big fliers that dies to an Anger of the Gods or Damnation is worse than a board of smaller fliers that doesn't, imo. As I said in an earlier comment, the reason I'm not playing Squadron Hawk is because the Spellstutter Sprite s (ie the interactive spells) take up their spots. As for Segovian Angel vs. Healer's Hawk , I personally think it's pretty even. The angel can attack and leave a body to crew Smuggler's Copter and block (though I don't think that situation comes up too often) while hawk is more useful with buffs; either way, I might just replace those 4 cards with Siren Stormtamer since it's EVEN MORE protection and it seems fun to screw with interactive decks with it and the other tax-counter 1-drops.
In regards to the land count, I opted to go under 20 because the deck has a significant amount of drawing power with Smuggler's Copter , Curious Obsession , and Faerie Seer , plus the curve is low enough (with only four 3 cmc cards in the deck at the top end) to handle the lower land count. In testing, the deck doesn't often have trouble getting to that third land or even the fourth. I'm hesitant to add colorless lands to a budget 2-color mana base, and I probably won't. Temple of Enlightenment is a tapland so that's a no-go, Remorseful Cleric is a better answer to graveyards than Scavenger Grounds since it also serves double-duty as a threat. I won't play Immortal Servitude either since it costs a bit too much for this deck and the WWW casting cost is pretty hard to get.
I don't think any of those are substantial reasons to cut Vesperlark , Curious Obsession , Spell Queller , or Smuggler's Copter ; especially the last two. First, Curious Obsession . If you followed standard at all recently it's pretty evident how good it is, but to summarize the good things about it: it is usually able to replace itself immediately (therefore isn't a 2-for-1), gives a little bit of extra damage, and can easily run away with games (through card advantage) if left unchecked. So I really don't get what you mean when you say it's "too narrow."
Vesperlark is, I'd argue, one of the least narrow cards in the deck. As you said, Pride of the Clouds is a prime target for removal; if they have it, they'll kill it. But as long as it's not exiled, Vesperlark can get it back. The same goes for Mausoleum Wanderer or Judge's Familiar , which you can reuse for 2 mana if you've sacrificed them once and are in need of some protection again. Basically, it can serve as copies 5 and 6 of pretty much every creature in the deck. It's also a great value-generator in longer games: a full-cost Vesperlark is able to block, kill something, and leave a body on the battlefield, kind of reminiscent of Kitchen Finks but potentially better if you get a Pride of the Clouds or protection 1-drop back. If you play it on a full board and your opponent sweeps it, you'll still have a board presence afterwards which reduces the tempo swing a little bit. In short, it's a pretty flexible card.
If you search around online, Smuggler's Copter is played in nearly every Favorable Winds deck, and for good reason: it's an undercosted flier that also lets you cycle through your deck, discarding extra lands or dead removal spells and finding more threats. Some people even play Copter in Merfolk, a deck that has no apparent synergies with the card, because the ability to find gas in exchange for useless cards you draw is so good. As for Spell Queller , the mana cost is never a problem. 18 lands is plenty to get to 3 mana on curve, and add the card draw/cycling/scry from Curious Obsession / Smuggler's Copter / Faerie Seer it's even rarer that I don't get a third land eventually.
I haven't put any thought into a sideboard yet since this deck was honestly just a 10-minute draft (budget deckbuilding practice) that I had no intention of sharing with others, but I'll keep those in mind. Sanctimony 's a cool card I didn't know about :D
1 month ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
2 months ago
Replace the basic lands with snow lands. This’ll let you run Arcum's Astrolabe (probably run 4, in place of the thragtusk and 2 frogmite). which’ll help with your affinity while also drawing you towards your wincon.
I’d also suggest running 3 Signal Pest (probably in place of the other 2 frogmite, and one thoughtcast). They’ll help you swing with the small dudes while you’re getting set up for your nonsense.
I’d probably swap the remaining thoughtcast for Ancient Stirrings as they have a chance to let you tuck a craterhoof to the bottom of the deck - but both these spells are good so not sure which route is better
2 months ago
Some suggestions that I think should be cheap overall, I would recommend bumping up the Cranial Plating count, and the Vault Skirge as well as Darksteel Citadel . Signal Pest is also a little helpful, and Springleaf Drum also adds mana while also adding artifacts. For win conditions based on artifacts that makes a helpful difference. Master of Etherium is also fun but that's more personal choice I think. Good luck!
2 months ago
Ok, you deck is alright and has a lot of potential but it looks to be going in a lot of different directions. What I think would help is if you pick which cards you are wanting to build around.
Tezzeret's Touch is a great card but it is the type of enchantment where if you want to run it you have to build the entire deck around. A deck I have made around this card has a heap of cheap evasive artifact creatures like Ornithopter , Vault Skirge and Signal Pest ; and a heap of cards with the same effect like Ensoul Artifact and Skilled Animator .
Another card you might build around is Traxos, Scourge of Kroog . His down side is he only untaps when you cast an artifact. There are a lot of zero costing artifacts that you could cast which would make this easier such as the Ornithopters but there is also Cathar's Shield and Accorder's Shield which would give Traxos vigilance so he doesn't tap when he attacks. But once that happens any of the equipment cards that you draw afterwards won't be doing anything. That is where you could have something like Sai, Master Thopterist who will make a thopter token when you cast an artifact.
If want to be a bit more mid range with Chief of the Foundry buffing your team. Some good cards that go well with that are Foundry Inspector and Etherium Sculptor which make artifacts cheaper to cast. Which would make it easier to cast something big like Myr Battlesphere . Generally the Myrs are pretty good and you might want to check them out on gatherer.
Another thing you might consider is cutting one of your colours for white. With the midrange go wide artifact strategy it might be worth considering white just for the sake of Tempered Steel , but that might be something to consider further down the track.
Also Padeem, Consul of Innovation is good.
Signal Pest occurrence in decks from the last year
All decks: 0.09%