|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.
Price & Acquistion Set Price Alerts
|Have (8)||TehDelta , cryptoplasm , ironax , aeonstoremyliver , JAT0 , TheRealPeaches , rakdos24 , golgarigirl|
Signal Pest Discussion
5 days ago
Sorry for a double comment (this deck has me fascinated) but what do you think of Slobad, Goblin Tinkerer?
5 days ago
EXOSURE, what a wonderful collection of informed suggestions and constructive critique! Let's break it down.
Kari Zev, Skyship Raider: Yes. So much. I completely forgot about her and her arboreal companion and she's a much better fit than Zo-Zu the Punisher. I was whacking my brains (ha!) trying to come up with good cheap red legends and she got left out of my radar. I love it. Instant replacement.
Isamaru, Hound of Konda: I thought about this particular mutt but I went for Kytheon for obvious reasons. That being said, you make a fantastic point about having a bit of a split between them - so I'll drop a Kytheon for one and a Zurgo to total two.
Shinka, the Bloodsoaked Keep: I mean, why not? I agree that there's no harm in throwing one in and I didn't actually know about this card.
Goblin Guide: I love the guide and seriously considered putting him in. It came down to not being able to take anything out without sacrificing a level of consistency. If I cut a legend I reduce the amount of Mox Amber targets and if I cut an artefact I lose consistency with the Mox Opal. But I do agree he would help help - so I'll cut a Kuldotha and an Ornithopter to fit two in and see how it goes.
Bomat Courier: another great suggestion - but the only thing I'd consider cutting for this would be a Signal Pest which is the other 1 mana cost artefact in the deck. I wouldn't want to drop a 0 cost given the consistency. And Signal Pest just gives so much value - it's a hard call and I'll consider it.
I see you're point regarding Kuldotha Rebirth, but it just adds so much that I disagree with your suggestion to remove it. This deck goes wide and large - fast. Kuldotha allows Kytheon to flip pronto; it puts three goblins on the board which, if followed by a Reckless Bushwhacker, is just insane value and can steal games. It gives an array of superb Goblin Grenade targets... the list goes on. I don't think taking it out would be a good move.
I'll try going down to 10 lands and adding the final two whackers - I'm worried it might suffer with only 10 land but it's worth experimenting with.
Thanks so much for your time and suggestions - they've gone a long way to refining this deck and I appreciate your input immensely. What do you think about the sideboard?
2 weeks ago
No red deck is really complete without a full set of Lightning Bolts. You just don't get it better than 3 damage for 1 mana, to any target at almost any time (it is exactly as Lightning Strike, but at half cost).
Your creatures belong in two different decks: One that goes wide, with a lot creatures that you then buff (Memnite and Signal Pest) and one that burns opponent to death (Guttersnipe and Spark Elemental). Since these two plans actually are rather different, drawing a couple of cards from both means that you can't carry out either of them. If you want to go wide, you need more smaller creatures or tokens (Dragon Fodder and Mogg War Marshal are good cards for this strategy). Tyrant of Discord has no business at all being in a deck with only 20 lands, since you plan on the game being over long before turn 14, which is when you'd be most likely to play it.
I've never really liked Guttersnipe, since it's a 3 mana creatures, that doesn't do anything on its own... and it belongs in a fast deck. That is, a fast deck where you don't mind spending your 3rd turn just playing a rather small creature, and not doing anything else. Of course you could wait until you have some more mana, so you could play some spells in the same turn... but what are you then doing until then? My guess is, that you'd then just end up playing the very same spells that you'd otherwise want to use for triggering Guttersnipe, and when you finally play it, you are more or less empty-handed. But if it has to be, you should play "free" spells, like Mutagenic Growth and Gut Shot... and since you'd then be playing free spells anyway, you might as well pick up the best prowess creature for fast deck - Monastery Swiftspear - and maybe you could get some real value out of Abbot of Keral Keep, since it both has prowess and gives you a card.
Anyway, you should probably make up your mind in regards to creatures, and stick to one plan.
Shrine of Burning Rage also likes free spells, but only as long as they are red... I'm not too happy having 4 of it in a deck. If there's one on the opening hand, it's fine, but drawing it later is a really under-powered draw. Perhaps it's better in decks, that can get rid of it - like if you played a looter (you know - "draw a card-discard a card") of some kind.
2 weeks ago
Amun, this looks better, still... I'd suggest:
- -4 Workshop Assistant & +4 Myr Retriever
- -2 Fodder Launch & +2 Dismember
- -3 Artillerize & + 1x Pia's Revolution + 2x Salvage Titan
- -5 Swamp, -3 Dragonskull Summit + 4x Signal Pest +4 Mountain
As I said earlier your deck can be mono-red and with your reduced mana curve you don't need 22 land, I'd probably play 18, but if your uncomfortable then run 20. You want to have 4x of Pia's Revolution, it's the card your deck is built around.
1 month ago
Indestructible is incredibly powerful, and therein lies its fault. Wizards is well aware of Indestructible's utility and costs appropriately. Colourless spells are hit worst by R&D's costing--they can be slotted into any deck, and thus allow decks to break the colour pie. To adjust, colourless spells tend to be more expensive to cast than their coloured equivalent.
Your indestructible idea requires Tron--but if you're running Tron for 9+ mana, you might as well cast an Eldrazi that wins you the game. Darksteel Citadel and Soul of New Phyrexia might help keep you alive, but they don't win you the game. The top of your curve should be reserved for win-now cards, especially when the top is that high.
So, frankly, you're better off purging the indestructible idea. Or running white, and not artifacts. It's simply not a viable ability in a purely colourless deck.
If you want a blocker who can't take damage: Etched Champion. You'll certainty be able to use its metalcraft ability, and protection is broken powerful. A 2/2 for 3 is might seem mediocre, but it's effectively unblockable, immune from most removal, and cannot be damaged by enemy creatures. It still dies to wraths, but that's a small price for its utility.
Unless your deck capitalizes on lifegain, it's generally not worth it. Tomb of the Spirit Dragon and Radiant Fountain are fine, since they're free and you're going to run lands anyway (though, you'd be better off with Blinkmoth Nexus and Inkmoth Nexus).
Sun Droplet adds nothing to your deck. Most Magic games are nasty, brutish, and short--if you want to be competitive in colourless (where you have no viable counterspells, no viable removal, no viable fogs, etc.), you really only have the option of killing as quickly as possible.
If you want lifegain, Vault Skirge is a strong card--it's a 1/1 with evasion and lifelink for 1 mana.
2 months ago
Thylian1 Yeah I had thought about that, but I also wanted to keep the curve low, Master of Etherium is a little higher CMC. I could cut that completely and add more Vault Skirge or add 2 Signal Pest instead.
2 months ago
There are a ton of fun cards and synergies here - it's like Affinity's big sibling.
My primary concern is speed. I think this would be a super fun deck to play in a playgroup or meta full of brews, but at an FNM, I think you might feel a step behind some other decks.
Imagine if you melded this with an Affinity list and played several 0- and 1-drop artifact creatures like Memnite, Ornithoper, and Signal Pest.
Then add in several Chief Engineer and, say, a few Trinket Mage and Trophy Mage cards.
Then add in Welding Jar and Cranial Plating.
Then add in, maybe, a Platinum Angel, a Platinum Emprion, and any 2-4 1-ofs from your favorite bombs up above (definitely include a Colossus).
You might even have room for some Thoughtcast and removal like Fatal Push.
I'd also rebalance your land-base towards cards that come in un-tapped so you can have a speedy start. Glimmervoid, Mox Opal, and Inkmoth Nexus are all helpful, but also big investments to trade towards or buy.
A possible FNM list (though you could go further toward Affinity if you wanted):
- 4x Chief Engineer
- 4x Memnite
- 4x Ornithopter
- 4x Signal Pest
- 2x Trinket Mage
- 1x Big critter
- 1x Big critter
- 1x Big critter
- 1x Big critter
- 4x Welding Jar
- 4x Thoughtcast (or Thirst for Knowledge)
- 2x Fatal Push or another removal spell (or Boomerang?)
- 2x Go for the Throat or Doom Blade
- 6x Flex spots (maybe Ensoul Artifact, Etched Champion, Path to Exile, Whir of Invention, Myr Enforcer, Tezzeret, Agent of Bolas, Platinum Angel, Platinum Emperion, more big critters, or some of the artifacts you list above)
- 10x Island
- 5x Swamp
- 5x Plains
I'd play a deck like this at FNM to give yourself early blockers that are a threat with Plating until you can cast bigger creatures that might close the game. I'd go for broke casting your big monsters in a more casual setting. You can work towards quicklands, checklands, fetches, and shocks through trades and whatnot to develop the land-base further, but speed is good.
I hope some of those suggestions help! There are a lot of Affinity players out there who could give better advice :)