Undercity Informer

Undercity Informer

Creature — Human Rogue

1, Sacrifice a creature: Target player reveals the top card of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.

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Undercity Informer Discussion

ALX on Modern Blood Artist

5 days ago

I'm also working on similar ideas around sac strategy/recursion etc. Have you considered Thoughtpicker Witch Disciple of Griselbrand or even Undercity Informer

spyroswiz on Oops, all the spells!

2 weeks ago

sexytaco i use them to find the green creatures, which are essential to play Balustrade Spy and Undercity Informer .

Jedi117 on The Apocrypha

4 weeks ago

Sweet deck! I really like Undercity Informer . I didn't know about that card.

I recommend taking out the following:

Ob Nixilis, the Fallen (Personally, I think this card is bad. The only time it's good is when you cast boundless realms)

Scion of Darkness

Varolz, the Scar-Striped

Defense of the Heart (Too situational)

I recommend adding:

Sylvan Library (auto-include in green and combos with Abundance

Thran Dynamo

Voltaic Key (untaps mana rocks,

Doubling Cube , and Birthing Pod )

Mana Reflection (because of reasons. and it works on Doubling Cube )

Farhaven Elf (same reasons you have wood elves)

I'll continue looking at this and thinking about what to remove and what to add and let you know more suggestions as I think of them.

keichibear on Taken

1 month ago

Thanks Saljen, I was trying to use Undercity Informer as the sacrifice engine for Soul Ransom ...guess I was distract from here. You're right, I should stick to one plan.

I hope this deck is not too vulnerable without a starting hand Waste Not . Thanks for the comments again! Going to try this!

Much on King of the Mill (Mill Aggro)

1 month ago

I recommend nixing Riddlekeeper and Undercity Informer . What about Jace's Phantasm ?

CapnAhab on All Spells, Zero Lands, Turn One Win: BOOM

1 month ago

Scenario: Opening hand #1: Summoner's Pact, Undercity Informer, Simian Spirit Guide, Dark Ritual, Cabal Ritual, Dread Return, Simian Spirit Guide

I keep. I exile a Simian Spirit Guide and use the mana to cast Wild Cantor . I sacrifice Wild Cantor for a black mana and use the black mana to play Dark Ritual . I use two of the mana from Dark Ritual to play Cabal Ritual . That gives me a total of four black mana. I cast Undercity Informer and use my last remaining mana to activate its ability, putting my library into my graveyard and four Narcomoeba 's onto the battlefield. I sacrifice a Narcomoeba to flashback Cabal Therapy, targeting myself and naming Dread Return , which I then discard. I also get a zombie token thanks to Bridge from Below . I sacrifice a Narcomoeba to flashback Cabal Therapy on my opponent, naming whatever card I suspect might be a problem and getting another zombie token. If I see something that it still threatening, I sacrifice a third Narcomoeba to flashback my last Cabal Therapy and get rid of it, possibly getting another zombie token if my opponent hadn't already had any cards discarded. I then sacrifice three creatures, say one Narcomoeba and two zombie tokens, to flashback Dread Return targeting Underworld Cerberus . All of my creatures in my graveyard go to my hand. I exile a Simian http://static.tappedout.net/None_medium.jpgSpirit Guide for a red mana and use it to play Wild Cantor . I exile two Elvish Spirit Guide 's for two mana, sacrifice Wild Cantor for a blue mana, and cast Laboratory Maniac . With the Maniac on the battlefield, I cycle a Street Wraith and win

LordofThieves on Mill Stone

1 month ago

Okay, to preface this entire comment, I'm not particularly experienced with standard, so take this with a grain of salt.

Now that that's out of the way, there are a couple deficiencies I see here:

Land

Personally, I wouldn't play more than 25 lands in a 60 card deck unless I had a reason to. I would suggest taking out a couple swamps and a couple islands, and probably only running about 2 Urborg, Tomb of Yawgmoth . Don't get me wrong, the Tomb is a great card, but it sucks when you draw more than one because then you have a dead card in hand. Also, unless you have all of these lands, you'll be dumping a bit of money on them. If money is no object, go right ahead. I would still say take out a couple lands, as doing so would free up some room for more cards that actually allow you to mill.

Creatures

While your creatures are all pretty good, they don't feel like they really belong in this deck. I wouldn't suggest running Fate Unraveler or Hypnotic Siren unless you just need creatures to bulk up the deck. If you're thinking of going with a slower, controlling mill, I would suggest the following:

Grisly Spectacle : Destroying creatures is always nice, and since this only costs one more than Murder , you might consider running it. Psychic Strike : Like Countermand , only cheaper. Mainboard a couple Phenax, God of Deception s. He's great for milling someone at end of turn, especially with your defenders. Wall of Frost : Goes well with Phenax for milling at the end of an opponent's turn with your defenders. Devour Flesh : I know it might seem a bit risky to be giving an opponent life, but you aren't going to care much about their life total anyway. Also, getting rid of a creature is pretty great. Balustrade Spy : As good as having a defender as good as Wall of Frost is, it's always relevant to have flyers. It mills a bit, which is a nice added bonus. Other than that, here are some others: Returned Centaur , Undercity Informer (only if you're running an aggressive mill/graveyard recursion strategy), Mind Grind , and finally Paranoid Delusions (again, only if you're going aggressive). Sorry for the wall of text. Hope this helps.

TCGPlayer.com Price

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$0.04 $0.21 $1.01 $1.38
Power / Toughness 2/3
Color(s) Black
Cost 2B
Converted cost 3
Avg. draft pick 8.97
Avg. cube pick 1.99

Legality

Format Legality
Standard Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal

Printings View all

Set Rarity
Gatecrash Uncommon

Combos

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