Wasteland Strangler

Wasteland Strangler

Creature — Eldrazi Processor

Devoid (This card has no color.)

When Wasteland Strangler enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.

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Trade

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Set Rarity
Battle for Zendikar (BFZ) Rare

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Legality

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

Latest Decks as Commander

Wasteland Strangler Discussion

lagotripha on Force of negation/rage

4 months ago

Have you considered building around Leyline of the Void in concert with Altar of Dementia? That said, the deck would need to be making more value from exile effects for me to be comfortable with it. It'd be less green and more black, likely running Wasteland Strangler style effects.

Exiling squee/griffin as a card advantage engine is neat, but more 'meat' for turns 1-3 seems essential- since you are sitting on '0 cost' spells, cheap creatures with good activated abilities so you can keep mana up seems good- lavamancer and ooze go a way to this, but I'd run more stuff like Spectral Sailor alongside sweepers to play like a control deck.

Another option is delve spells and stuff like Thought Scour- Logic Knot is a spectacular spell when you want to exile cards, and although it competes with escape costs, there are enough self-mill options out there to power the deck.

RamenNoodles on Why Hadvar, I'm You

5 months ago

Wasteland Strangler to combo with your exiling threats is a possibility!

Swilliam on Competitive Orzhov Aggro

6 months ago

There are a lot of exile type cards in here so maybe go for Wasteland Strangler and throw in some Sin Collector or Agonizing Remorse

Red_X on Mono-Black ETB

7 months ago

This would be an example of one of the best midrange decks in Modern right now, Jund: https://www.mtggoldfish.com/archetype/modern-jund-46470#paper

A midrange deck wants to have the strongest cards at each point on the mana curve, and wins by having cards that are just better than your opponents. In the case of Jund, your mono red opponent's Monastery Swiftspear gets embarrassed by Tarmagoyf, and Wrenn and Six is a whole lot better than something like Snapcaster Mage from azorious control.

Now, as for changes, I will tell you what I would do, but you can take only some of the suggestions and make the deck your own.

First, remove anything that costs 5 or more mana except possibly Gray Merchant of Asphodel, along with all of your ramp or land search cards like Armillary Sphere and Cabal Stronghold. You want to put on pressure early and destroy your opponent's creatures, and you can't do that if you are spending mana trying to ramp or have big creatures stuck in your hand.

Second, remove all of the artifacts you have left, with the possible exception of Panharmonicon. Panharmonicon is really fun and I would up it to 3 copies if you really want to go all out on the ETB abilities, but just know that it won't be the most competitive. The rest of your artifacts are really only good when you're already winning, and the majority of the time they would be better as another creature or a piece of disruption.

Third, remove some of your weaker creatures. Fourth Bridge Prowler is decent if your local scene has a lot of decks like spirits and bant snowblade where decks have a lot of creatures with one toughness, but it's a lot weaker if your opponent's are playing big creatures or no creatures at all. Burglar Rat and Yarok's Fenlurker are often weaker than Brain Maggot or Kitesail Freebooter since opponent's can choose the weakest card in their hand to give up with your current line up, but with a switch you get to choose what to get rid of (Yes, they get their card back if your creature dies, but they generally have to use a removal spell on a 1/2 creature and don't get to play their card as early as possible, so you end up ahead). If you decide to play a lot of those, Wasteland Strangler can be a cheaper Skinrender and prevent your opponent from getting those cards back when your disruption dies. Quag Vampires is never an impressive card, and Cauldron Haze is really awkward to play because you really want to be using all of your mana each turn to deploy threats, and you very rarely will have 2 mana open, haze in hand, and not want it to be removal or disruption.

Fourth, add more disruption and removal. Cards like Inquisition of Kozilek and Victim of the night will help supplement your creatures ETBs by either being cheaper or at instant speed. Disruption is essential against control and combo decks so that you can get rid of sweepers like Supreme Verdict, win conditions like Teferi, Hero of Dominaria, or their combo spell like ad nauseum. Removal is required to deal with creatures from aggro and midrange, along with big beaters like Primeval Titan in big mana decks (Tron, Amulet Titan, etc.)

Finally, play multiples of the stronger cards, go up to at least 23 lands, and fill out the rest of the deck with meta game cards. Wrench Mind and Despoiler of Souls can be solid against control, Gifted Aetherborn and Nyxathid are good against aggro, and things like Sign in Blood and Pack Rat give the edge in midrange matches. Pick whichever ones best address your local meta/ you like the best, and then you'll use your sideboard to cover other matches.

You'll also want a sideboard if you're actually playing at a local tournament, but start with the main deck first to figure out what you actually need to sideboard for.

A couple of additional resources: For figuring out how many lands: https://www.mtggoldfish.com/articles/brewer-s-minute-how-many-lands. For a more in depth explanation of Mid range decks: https://magic.wizards.com/en/articles/archive/how-build/how-build-midrange-2017-02-07

Finally, if you're looking for ideas, just google " modern mono-black midrange budget" and you'll find a decent number of options.

I hope this helps.

Daveslab2022 on Esper Help

8 months ago

Alrighty so I definitely like the idea of utilizing an exile-matters Esper deck, and I have always loved Ashiok, Nightmare Weaver, and definitely think she should be a staple. Especially if you continue on the mill-plan. But I would actually advise against that. I would, personally, play a deck that runs cards like Spell Queller and Brain Maggot combined with “processor” eldrazi like Wasteland Strangler so that the card you exile will never come back! I like Etrata, but the rest of the creatures in the deck seem particularly weak. They do really cool things, but in competitive mtg you really want your 4-5-6 drops to do something when they enter the field (like Siege Rhino), to be really annoying to remove, (like Niv-Mizzet, Parun) or be potentially game winning if not answered immediately (like Elspeth, Sun's Champion)

Hope I helped and I would definitely answer any questions you have! I just think mill is an extremely weak archetype, and think a more control-oriented strategy would work out very well.

rjphilla on Kaya's Divinity

8 months ago

Love this idea I'm building something very similar

You're going to want to run a few Kunoros, Hound of Athreos 3 seems good to me.

Also going to want Ashiok, Dream Render doesn't letem fetch and feeds Kaya's pop -5.

And FYI, Edge of the Divinity doesn't work on Wasteland Strangler. It's a devoid card and has no color

Boza on C-C-C-C-Combo Breaker!

11 months ago

Goreclaw, Terror of Qal Sisma + Myr Superion . A free 5/6 that becomes a 6/7 with trample on attack, yes please!

Made Goreclaw Superion immediately.

The other one was Delay + Wasteland Strangler which resulted in ProcEspers.

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