Street Wraith

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Street Wraith

Creature — Wraith

Swampwalk

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

Price & Acquistion Set Price Alerts

A25

MMA

FUT

Ebay

Recent Decks

Street Wraith Discussion

nmiller on UB Turn 3 Emrakul (4 real)

1 hour ago

Oh, this is beautiful. Really. I had never contemplated such a combo before. Street Wraith seems like it fits, although you could just use Gitaxian Probe... oh, wait. I feel like you might need at least some sort of answers, like maybe a Thoughtseize or three to prevent others comboers. Otherwise, this looks amazing.

xyl0ph0ne on Zoombies

4 hours ago

hmmm... I used Shamble Back instead because this deck has so much life drain that the extra life really comes in handy. And I'm usually exiling Street Wraiths anyway. I suppose I could mainboard Gary. After more testing this deck can't reliably win on or before turn 5, so I might actually be able to cast it.

StopShot on Would Steppe Lynx be strong ...

1 week ago

{{Summarry of this post}}: 1st paragraph compares rate of land drops to discard effects. Paragraphs 2, 3, and 4 talk about what to cut and why for the Lynx. The last three paragraphs I question the necessity of running play-sets of certain cards and by reducing those cards to 3-ofs you could easily fit the Lynx in the deck while reducing scenarios of bad hands due to redundant cards.

1.) As for there being more discard effects such as Faithless Looting and Street Wraith it should be noted that the wraith only powers up the Flamebalde Adept by one power much the same way a non-fetch would for the Lynx. Faithless Looting does offer more power however, but it costs one mana whereas playing lands are for free and you'll be running much more lands in total. Again this is not to say Lynx is better, since it lacks synergy with other card effects, but that it naturally has a lot more bang for your buck without needing to compromise the strategy of your deck to make it work. Also who is not to say a deck has to be limited to just 8 fetchlands, there can certainly be more but that off course begs the question how many more fetchlands can be added to balance the trade-off?

2.) Another point I've heard is what exactly to cut. I do concede the Hollow One deck archetype is packed with many must-include staples that deviating card selection isn't really as flexible as it would be for other deck archetypes. That said I don't think any one card should be axed entirely, rather I question if the deck really needs to be running full play-sets of certain cards. My point is there seems to be a lot of redundancy that can run amok and some variance could be the remedy to otherwise trash hands and repeatable mulligans. Take the 3 Gurmag Angler and 1 Tasigur, the Golden Fang, while certainly they're really strong and can be cast for cheap if you wind up with 3 or all of them in hand you're not going to be able to reasonably delve away all of them in a speedy manner nor can you always trust your 4 Burning Inquiry and 4 Goblin Lore to discard the extras for value. Furthermore graveyard hate such as Rest in Peace and Leyline of the Void as well as bounce spells can further put a lot of strain on playing these cards whereas the Lynx does not suffer the same problems and can be put on field much earlier in the game if a Flameblade Adept is not available in hand. Now I'm not disregarding the Lynx's faults or the success of the delve creatures, I'm just questioning if only one could be taken out in it's place. This will cut on consistency but reduce the odds of horrible redundancy mind you.

3.) Another 4-of I'd look at reducing to 3 is Flamewake Phoenix. Now I do know the Phoenix is easily recurred from graveyard which is straight up card value whereas the Lynx is not, (however; the phoenix is rather clunky to hard-cast if ever stuck in hand with it especially if you're stuck with multiples unlike the Lynx.) It should be noted when Phoenix is at it's best case scenario that being in the graveyard it will cost one mana to recur whereas the Lynx also costs one mana to cast without need of a discard effect. If cost is the same we must compare stats - that being the Phoenix is a 2/2 with relevant evasion and haste whereas the Lynx is a 0/1, 2/3, or preferably a 4/5 at any given time. If we take the best case scenario for both of them the Lynx does more damage over time especially if you factor in the fact the Lynx can be set on the field much earlier in the game which in a way counts as haste in of itself. While in the worst case scenario Lynx either got discarded off the top of the deck by a random discard effect or you don't have any lands to play leaving it as a 0/1, which for the record getting mana screwed is a pretty low bar to set considering it's a universal issue that would cripple most cars anyway. The Phoenix worst case scenario would either be stuck in hand or whatever is giving it the ferocious trigger always gets removed before combat. Do keep in mind your opponents get a sizeable window frame to respond and remove your big fatty before combat starts meaning the Bolted Flameblade Adept or K-Commanded Hollow One isn't going to bring back your phoenixes especially if all your eggs are in that basket or in this case your graveyard. Furthermore this says nothing of graveyard hate which is another issue the phoenix has to come to terms with that the Lynx doesn't need to. Again Phoenix has a lot of value in it's own right most certainly, but I question if 4 is the appropriate number. Adding more variance makes a deck harder to disrupt especially when you cut down chances of over-redundancy. I suggest cutting one phoenix for a Lynx or possibly 2 in rarer circumstances depending on how serious graveyard hate comes up in your meta.

4.) The last card I'd consider cutting down to 3 is Faithless Looting. Granted discard cards is the defining point of the deck and the looting is the only non-random discard effect besides Collective Brutality I don't think the cut to 3 is as devastating as some might think. First off Looting itself is not enough to allow you yo free-cast all the Hollow Ones in your hand and if you're unable to cast all of them after a looting that can bite pretty hard. Yes a Street Wraith does solve the problem but you can't always count every Looting to come with Wraith 100% of the time. Another key factor to note is even if you have one less looting it's not like your deck loses the capability of it's effects given that already casted Faithless Lootings have flashback. While paying two more can be clunky it should be noted that sometimes it's just better to cast from graveyard than from hand and the option to discard when needed will remain present unlike with other cuts. Faithless Looting is also card disadvantage and it can't disrupt your opponent's hand much like Burning Inquiry would which is where too many of them can become a problem. While one or two lootings in an opening hand can be fine I think having 3 or 4 in hand would end up a little distasteful hence why I feel having a Lynx would be better than that of a third or fourth looting in hand.

I know the Hollow One Archetype is pretty inflexible to deck-list improvements, but this seems only due to a limited card pool. I believe it's this card pool that makes taking stuff out to be difficult but by the same token it raises problems with redundancy. I think the question that should be asked when improving the list shouldn't be what set of cards we should remove for another, but what cards should we run as 3-ofs and what more can we use to fill in that space made?

Ryjo on Would Steppe Lynx be strong ...

1 week ago

Hollow One decks currently have around 18 lands, 8 of which are fetches. Given that a game of modern can usually be decided by turn 4, you're unlikely get Steppe Lynx to a 4/5 more than a couple times. It would also be a target that easily dies to things like Lightning Bolt, Anger of the Gods, and Fatal Push. Steppe Lynx just isn't as resilient (Bloodghast/Flamewake Phoenix), or powerful (Gurmag Angler/Hollow One/Tasigur, the Golden Fang), or synergistic (Flameblade Adept/Street Wraith) enough to warrant the deck branching into white for it.

bophaybayquay on Resounding Kek

1 week ago

also i found Street Wraith might help your deck (though at a cost)

i still come back to this for a giggle very often

TheGamer on Five Color Unplayables

3 weeks ago

Not a fan of Death's Shadow in this deck. Unless you're playing the package of Street Wraith too it is honestly pretty hard to get value off of. A good one drop that can take it's place would be Noble Hierarch. A strong creature that can lead into playing 1 of your mana powerful 3 drops on Turn 2, and exalted is also just icing on the cake.

Roryrai on Yuriko Ninja, Go Ninja, GO!

3 weeks ago

Hey!

I did some more thinking on Doomsday efficiency and I think we can still do better than the Predict pile. The Predict pile doesn't feel mana efficient since we're casting Doomsday, Predict, and Nexus all in one turn. That's 12 mana, which is a LOT, and we can start the loops with only 8 mana using the following pile:

Time Warp

Gitaxian Probe

Street Wraith

Putrid Imp

Nexus of Fate

With this pile, instead of looking to dig straight into Nexus on the first turn, where we would have already tapped 5 mana (for Doomsday and Predict), we're just aiming to Time Warp right off the bat, since that lets us draw another card immediately and get the untap as well to reclaim the spent on Doomsday. On the extra turn, we can dig into Putrid Imp directly, then flip Nexus off Yuriko and begin the loop from there.

I'm also going to see if I can come up with a pile that includes evasion for Yuriko, in case that's ever necessary. It's also possible that there may be a pile that only requires 7 mana.

Oh and there's also the "I have Arcane Adaptation and 5 evasive guys in play" pile which just consists of 40 CMC worth of Time Warp effects and immediately kills the table without having to cast any of them.

jackeraya on [Primer] 4c Humility Control

1 month ago

What do you think of Runic Armasaur as a draw engine for the deck? Also I was thinking to include a Living Wish package since may playgroup is fine with it, including some finishers in case I draw it lategame without gas, some hatecards for certain decks, some value cards some cycling cards in case I have humility out. For lategame finishers I was thinking of Tidespout Tyrant, as it easily produces infinite mana with some positive rocks, Muldrotha, the Gravetide, Rashmi, Eternities Crafter or Sun Titan as big value cards. For specific hate cards Faerie Macabre,Notion Thief or Spirit of the Labyrinth, Linvala, Keeper of Silence, Dosan the Falling Leaf or Grand Abolisher, Hex Parasite or Vampire Hexmage against teferi, animar or marvyn and Phyrexian Revoker Other options include Elesh Norn, Grand Cenobite, Snapcaster Mage ,Reclamation Sage, Spellseeker, Gilded Drake, Seedborn Muse, ... the list goes on. The thing is that living wish gives you the option to have all those creatures available with the wish, but you don't need to stuff your deck with cards that hurt of adnaus and are horrible with humility. In case of humility beeing tutor target no1. in all your games you could consider adding Street Wraith to avoid the wish beeing dead So please tell me what you think of the with and the dinosaur!

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