Yarok's Fenlurker

Yarok's Fenlurker

Creature — Horror

When Yarok's Fenlurker enters the battlefield, each opponent exiles a card from their hand.

: Yarok's Fenlurker gets +1/+1 until end of turn.

Browse Alters

Printings View all

Set Rarity
Core Set 2020 (M20) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Yarok's Fenlurker Discussion

Red_X on Mono-Black ETB

2 weeks 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.

Emyron5 on 8 rack

3 weeks ago

Yarok's Fenlurker is strictly better than Burglar Rat, and your in mono-black, so the extra pips means nothing.

xSKINCOLLECTORx on Funny prank - Your hand is gone

1 month ago

Sadistic Hypnotist, Augur of Skulls, Noxious Toad, Yarok's Fenlurker, Black Cat, Mind Slash, Oppression, most specter creatures, Dark Deal with Maralen of the Mornsong then stop them from tutoring somehow. like ob nixilis or i use stranglehold with red. i use these effects in a Shirei, Shizo's Caretaker deck

ShreddedByCrows on Surrakar tribal challenge

1 month ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Sorin_Markov_1947 on Mono-Black Hand Hate (MTG Arena Build)

1 month ago

I think your gameplan here doesn't need to have late-game like you added to your deck. A finisher or two, sure, but Doom Whisperer and your buffed vampires should take care of that. Your gameplan should be to shut down the opponent's gameplan, and then win fast before they can recover. To that end, I would take out the two you've added in.

I get the feel that you're playing best-of-one, so I won't comment on the sideboard cards being mainboarded (except that I just did...), but there are some other cards that we can upgrade.

Agonizing Remorse is an imitation-Thoughtseize from the new set, and despite not being able to cast it for one mana, I feel it far out-performs Specter's Shriek, which more often than not leads to two-for-oneing yourself.

While we're talking about two-for-ones, pretty much every adventure card from Throne of Eldraine is one, and in any case, Murderous Rider's ability to target planeswalkers already makes it better than plain Murder.

I'm not super-hyped on Yarok's Fenlurker, but you defend it pretty well and it's not my deck, so if it's working for you, keep it.

22 lands feels low to me. In any case, 22 swamps is a no-no. Castle Locthwain is strictly better than a swamp, and can help you with that nasty problem of resorting to topdecking.

whew that's a lot of comment! Just one last thing. Your deck has a lot of two-ofs. If you look at highly successful decklists, they run 4 copies of most of their cards, because that increases consistency. I get that in best-of-one it's good to have wide sideboard-like cards in the mainboard, but you also need to be consistent. Try taking out some of your cards, and increasing numbers of others. I think you'll be more consistent this way.

jp9506 on Standard Mono-black Devotion

2 months ago

Well we got a 2-drop Tymaret, Chosen from Death , I'm currently testing a 3/3 split with Yarok's Fenlurker .

Here's my list: Black Devotion

Boza on HELP: Esper Exile Brew

2 months ago

The problem is there is too many 3 drops for this deck. Lower the curve by adding:

Glass Casket , Epic Downfall , Despark , Revoke Existence , Yarok's Fenlurker

Here is a list of all cards that mention exile in standard, including all Theros spoilers:

Future standard exile

If you want to take this to modern, here is an esper exile list:

ProcEspers

jp9506 on Standard Mono-black Devotion

3 months ago

I am also playing around with this idea, here's some additional cards to consider:

Deathless Knight - +4 Devotion, recursive threat with lifegain from Ayara, First of Locthwain and/or Dread Presence

Yarok's Fenlurker - I feel like there really needs to be a 2-drop, if we get some sort of Gifted Aetherborn like card, it'll likely slot in here instead.

Bolas's Citadel - +3 Devotion and free-casting

Castle Locthwain - Feels like an auto-include, we really need the extra card draw

Kaya's Ghostform - Attach to Gary and then sac Gary to Ayara, First of Locthwain to lose one life, draw a card, and retrigger Gary

Leyline of the Void - +2 Devotion for free is proven to be OP in Mono-Green, so it stands to reason it would be here too, if anything it should be in sideboard.

Load more