Street Wraith

Street Wraith

Creature — Wraith


Cycling-Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

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Have (5) PostContact , gildan_bladeborn , metalmagic , abby315 , Azdranax
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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Masters 25 (A25) Uncommon
Modern Masters (MMA) Common
Future Sight (FUT) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Street Wraith occurrence in decks from the last year


All decks: 0.25%


All decks: 0.44%

Commander / EDH:

All decks: 0.0%

Street Wraith Discussion

hungry000 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

2 weeks ago

Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.

Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.

Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.

Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.

So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.

As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.

Funkydiscogod on The Gift You Wish Would Stop Giving

3 weeks ago

I've tried a deck like this before. I've found Immortal Coil is an effective metagame counter to Dredge, Infect, and Burn.

Since your graveyard becomes your life total, Thought Scour is basically "gain 3 life and draw a card", and Street Wraith is free life gain. Sequestered Stash or Buried Ruin are low opportunity cost lands. With Ashiok, Dream Render you can mill yourself for 4 and then exile the opponent's graveyard.

With enough graveyard filling cards, you can cut the number of Harmless Offering and rely on Snapcaster Mage to cast it from your yard.

DMFF on Lurrus Grim Shadow

3 weeks ago

Hmm, that's an interesting thought. Losing Street Wraith would be felt pretty hard in the deck. Easy, no Mana cost, -2 life draw power is a lot to be giving up. I could consider replacing them with Dark Confidant. I'll have to finish my playset of then and give it a try.

fatalzintomyum on Horror Winds Combo

1 month ago

This is one of those decks that shocks me when I find that it isnt banned. The parts of the combo slide together effortlessly, and unlike most other combos (especially pauper ones) that involve digging deep through your deck, this deck even works when the combo goes awry. I had few test matches where I was left without options and all of the the cards also seem strong in their own right. Exhume plus Street Wraith... a combo, just like everything else in this blasted deck. upvoot from Heer.

XxZadexX on Reformation Protocol

1 month ago


Sorry for the long-ish wait for a reply. I've been a bit occupied with Animal Crossing: New Horizons.

When I was originally messing around with different versions of Unpredictable Cyclone decks, I had messed around with Edge of Autumn a bit. I think it was a one-of with the only other sorceries in the deck being Past in Flames. It was an interesting interaction, seeing as it was pretty much a "free" Past in Flames once you had an Unpredictable Cyclone on the field. However, once I switched to the Tectonic Reformation + Escape Protocol plan, I kind of forgot about it.

My initial thoughts about them in this current decklist? Well, what Edge of Autumn does could be good for the deck. Early on it's a half-way decent ramp spell and later, once you start comboing, it's a "free" cycle (still gotta sac a land). However, to actually cast it, you have to have green mana. So you would either be forced to run green in the manabase or cast a Manamorphose to create green mana pretty early in the game. Not a huge fan of the latter due to how important Manamorphoses are to the deck and already needing to try to either keep one in hand or keep blue and black mana floating for cantrips and Shadow of the Grave. And the problem with the former is that, early on, you NEED red mana to cast Tectonic Reformation and cycle through lands with it and you need blue mana for the cantrips, Escape Protocol, and Thassa's Oracle. And, I guess the only time you would want to cast it early game is if you didn't have any combo pieces or cantrips to cast to look for said combo pieces (if you're wanting to be on curve). So I guess the question is is it worth taking a card (or cards) out and putting a number of nonland free cyclers in? Some things to note if you're thinking about taking out lands is that you can't discard Edge of Autumn to Lightning Storm. Also, how is returning an Edge of Autumn to your hand with a Shadow of the Grave better than returning a land? It nets you more mana off the the cycle, I suppose. But is there any other benefit? Street Wraith has the same dilemma while also having the additional downside of making any sort of Burn or fast aggro strategies just a bit more dangerous if you run it. Though, theoretically, if you thought you might fizzle the combo, you could use the mana generated in the turn and a Manamorphose to just cast a Street Wraith as a 3/4 beater with swampwalk. But if you had a Street Wraith AND a castable Manamorphose, it's not looking like you're going to fizzle the combo anytime soon, so I guess that argument doesn't make much sense.

psionictemplar on Reformation Protocol

1 month ago

First off, love the deck and you got an upvote from me.

Secondly, have you considered other "free" cyclers such as Street Wraith and Edge of Autumn? They could potentially help generate free mana during your loop.

Dete on Dead Skred

1 month ago

oh yeah, skelemental and arcanis dont really work that well cuz it triggers after the declare attaking step, you can drop skelemental and go with 4 kroxa, Street Wraith is a good pick for filtering as is a 0 mana draw and fill graveyard.

sergiodelrio on How Many Lands Do I ...

1 month ago

Gidgetimer from my personal experience, having played a good amount of low curve decks, I can confidently say that cutting below 19 lands is gonna give you a bad time more often than not. I can only see sub 19 lands in very specific corner cases, where your deck has free draws T1 ala Street Wraith or Once Upon a Time virtually thinning your deck, and even then it's sketchy if your're playing more than 2 colors. The most important thing is for the pilot to feel comfortable playing the deck, so that they can have fun playing it. But again, that's just my personal opinion

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