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
1 week ago
Not too long ago, I took to this forum with an idea. I had just had a friend of mien explain legacy Oops, All Spells to me. Fascinated, I wanted to see if there was a way to build it in modern. So I built VialDredge (Modern All Spells). The deck used fast-mana to drop Aether Vial which you needed in your opening hand. You then somehow needed to start dredging and draw into Endless Obedience to get Balustrade Spy, then cast another Endless Obedience to win. It was a cute idea. Won on maybe turn eight, nine or ten at best.
I was recently clearing out all my old decks when I came across this old deck, which I had;t given any thought to in over a year. And I realized, Holy Shit, I can do this without Aether Vial!
Here's how my new-and-improved modern all-spells works. Draw to eight, discard, begin dredging. Once you have enough creatures that come into play from the grave (Prized Amalgam, Narcomoeba), cast Endless Obedience to reanimate Angel of Glory's Rise. Angel of Glory's Rise must reanimate at least one of each of the following: at least one Undercity Informer, at least one Snapcaster Mage or [[eternal witness], and at least one Wild Cantor or Burning-Tree Emissary. First, use Snapcaster Mage/Eternal Witness to allow us to recast our now-resolved Endless Obedience. Then, use the mana from Wild Cantor/Burning-Tree Emissary with Undercity Informer to sacrifice Angel of Glory's Rise and deck yourself. When decking ourselves, we get the rest of our narocmoebas, and then use the mana remaining from our Wild Cantors/Burning-Tree Emissarys (that were reanimated with our first Angel of Glory's Rise) with Undercity Informer to sacrifice any number of creatures and get a zombie tokens with Bridge from Below. We then recast Endless Obedience from our graveyard or hand, reanimate Angel of Glory's Rise, and return Laboratory Maniac and Eternal Witness and all other humans to the battlefield. Eternal Witness gets us to hand Street Wraith, which we cycle to win.
Did you follow that? If you did, I applaud you. Here's my build:
Now that I have a more consistent combo, I'm looking for advice. Do any other Narcomoeba-type cards exist? What should my deckles look like? All feedback appreciated, but that is really what I am looking for.
2 weeks ago
I will provide as many sac outlets as I can think of; you're in luck the last two EDH decks I've made (Child of Alara and Chainer) run a plethora of outlets.
Indestructible sac outlets like Bontu the Glorified or Yahenni, Undying Partisan may be of use to you here. For me, they stay alive when Child triggers, but for you, Yahenni not only does that, but also can be a legal target for Alesha.
Utility sacs: Morbid Curiosity - Heaven forbid you hardcast Master of Cruelties, sac and draw 5 for seems sweet in my books.
Mind Slash: you seem to like looking at people's hands. :)
Infernal Tribute: Triple Black, the same problem as the card below, but you can pitch a creature you want to reanimate later, and draw.
Dark Prophecy seems great here, if we're sac'ing creatures. Triple black is pretty unruly here, though (which is why I found it in mono-black lol).
Dimir House Guard - SUPER loose. BUT, we can transmute for a boat load of stuff in this deck, and it's a sac outlet. Oh, and Alesha can reanimate it. Transmute, then Alesha trigger?
As for ensuring a full GY, perhaps Perpetual Timepiece to give you a jump start? Or something to that effect.
And for another spicy sac outlet, that also acts as a risky way to fill a grave - Undercity Informer. Mill yourself til you get a land for the cost of sacrificing a creature.
3 weeks ago
I completely understand its uses. The twisted mess of math behind this deck, however, makes things a little more difficult. I am actually unsure of how to explain this to someone who hasn't done some 500+ test plays wile recording the data so please bear with me.
The idea with a deck like this would be to get it to go off as fast as possible. As in turn 1. Each subsequent turn drastically lowers your chances of this. The faster you can get it going the lower your chances of being disrupted are. This is made ever more imperative with the choice to use Summoner's Pact as by the following turn if you haven't won you have now lost. Thus I chose to leave Summoner's Pact out of my decks Demoralizer and Bookwurm. This, however, is personal preference based off my uncanny ability to have the worst of luck.
So lets look at what you need in your hand.
Best case scenario you end up with Lotus Petal Dark Ritual and another one mana single card. You could, however, have Chrome Mox and also need a card to exile for the imprint. What if you don't have Lotus Petal or Chrome Mox + throw away black card? How about no Dark Ritual? Wild Cantor adds another card to the lineup. While Manamorphose will also do this for you and allow you to draw another card it has its own problems which I will likely cover (if I don't forget).
So we are now up to 4 needed cards in a best case scenario. As stated above and also corroborated in the "Statistics" section of Demoralizer, there is only about a 40% chance of a turn 1 win. Thus you would need to mulligan in order to get the cards you need while sacrificing hand size. This is where I put more of my stock in the gamble. However you lose hand size in the process.
Now add in the chances that you have more than 1 card that can't be in your hand (Angel of Glory's Rise Laboratory Maniac Azami, Lady of Scrolls and also Narcomoeba though it does you no good to discard Narcomoeba). Thus the likelihood of needing to use more than one Cabal Therapy on yourself just decreased drastically.
Yes I understand that you still have the option to use it on your opponent. However the only card that allows you to look at your opponent's hand is Gitaxian Probe, which there are only 4 of in the deck. Without it you are playing yet another game of chance. I also understand that you may know the type of deck your opponent is playing as people tend to stick very much to the meta in Legacy but you are still taking a gamble. What if you choose the wrong one? The likelihood of even getting to a point where you would take that gamble prior to casting by paying the flashback cost is next to none and by the time you would have cast with flashback they likely would have disrupted you already anyway.
Basically, this deck has no solutions for pushing into mid or late game. Remember, on the whole, Legacy is a turn 3 win format. If you can't get it to go off immediately you will lose. Spending 1 needed mana on a gamble that will likely push you into turn 4+ situation is not conducive to the play style of this deck. Personally it is a gamble I wouldn't take.
While Cabal Therapy IS a very important, nay necessary part of this deck, I just can't get behind having more than 2 in the deck. It is better to rely on mulligans to get the hand that you need. Then again you know my feelings on Summoner's Pact.
On a side note. Using Manamorphose can also be a bit of a gamble as you have no way of storing that 2 mana if you don't get the card you need. This can also push you into a turn 4+ situation.
3 weeks ago
1 month ago
You have too many uncommons.
1 month ago
I really like that it looks like your deck can do a whole lot of different things. Versatility is always a good thing :) that said, some of your possible tactics, I think, need a bit more dedication to actually pay off in a meaningful way.
For instance: Curse of Thirst is a super cool card, but witout more curses, you'll only be chipping away slowly.
Now, I personally dislike infect, like, alot xp but I'm not gonna tell you to take it out. I am, however, gonna suggest to go all in or out. You have a few guys with infect and then a sprinkle of proliferate. To win with infect, it is my experience that you need to focus on it, by making your guys unblockable and then pile on counters fast. But I'd rather not ;)
If you built this deck specifically to hate on another deck, then I'd suggest going straight for his key pieces with cards like Praetor's Grasp.
I see some mill in you deck as well. To me, mill is also a very exclusive and demanding tacic, and i you don't focus on it, it won't really pay off. You don't need to stuff the entire deck with moremill, but a few Jace's Erasure or Sphinx's Tutelage goes a long way:)
Undercity Informer has an awsome ability, but unless you have a few more creatures, I think he's gonna be less useful.
You've got a lot of deathtouch, so I'd add Viridian Longbow :)
Those are my immediate thoughts :) let me know if you need me to be more specific. Anyways, deck looks cool, and like it has a lot of potential and versatility.
Stay frosty, mate!
1 month ago
1 month ago
Hi TheSurgeon, first of all ty for your input, always appreciate it. So let me share my thoughts to it:
- I'll keep Mind Grind at this point until I find time to really test this deck in different games. Sure it is a costly card, but playable from turn 3 on. I just like the idea that the card grows on potential as the game goes on. Had a blue deck with Mind Sculpt, Hedron Crab and aaaall the other usual suspects, truth is: these cards just bore me out atm, so I'm eager to try a different approach.
- Consuming Aberration will be cut for some other creatures you pointed out
- Considering Undercity Informer you just missed the synergy with Bitterblossom, I guess? :D But Wight of Precinct Six sure will make its way in, Jace's Phantasm too. I think this will be the new creature base I'm going with.
Looking forward to your opinion after some adaptions ;)