Intruder Alarm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Intruder Alarm

Enchantment

Creatures don't untap during their controllers' untap steps.

Whenever a creature enters the battlefield, untap all creatures.

dylan.575 on Inalla and the Goblet of Fire

1 week ago

Not sure if you want to break up with Inalla... I know that feeling. She's a lot of fun, but it tends to steer away from a functionally playable state. Most of the time, I found myself missing a finisher or unable to execute what was needed due to mana shortages for my fun combos. The times I did win were either with a weenie stomp or when my fun combos actually worked.

Anyway, this week, I updated my Inalla deck and I'd like to share my insights.

Too Many Strategies/Themes All the wizards with unique flavors want a place in this deck. However, thinking about spells and combos quickly dilutes the deck's strategy. So, I decided on the main strategy and an extra theme (like ramp, draw, etc.) to support that strategy. Each theme must consist of between 8-16 cards in the deck. This ensures there's a better chance of drawing the theme cards. The additional category I labeled as 'value' tags. These are cards that help the deck but aren't essential for supporting the main strategy. This is where the first cuts are made.

Take, for example, Beguiler of Wills. I love that card - its ability and art are so cool. However, it's expensive at 6 mana (Inalla trigger for haste), and most of the time, my board state was poor due to having a lot of expensive cards. So, I found myself only stealing a power 2-3 creature. Everyone would know what happens next turn and react accordingly, necessitating more mana for protection. What's the strategy here? Stealing the big bad (eventually) or gathering combo pieces? This led me to cut her. BUT if the strategy/theme involves untap/tap effects like Intruder Alarm & Faces of the Past, this card makes more sense (although it still needs haste from Lightning Greaves).

This puzzling process indeed takes time, and time can sometimes make us lose sight of the original purpose of the deck. Getting caught up in exploring cards and potential combos can make it even harder to create a functional deck. I hope my insights and struggles shed some light on yours. It's a journey to strike the right balance between fun and functionality in deck-building.

DoctorMunchiesPHD on A Pimp Named Sliver Overlord

2 months ago

Mortlocke Yeah man, it's not necessarily a win-con but turn 3-4 with ramp if you have any of your haste Slivers in play like you're typically going for, bare minimum when your opponent enters their next turn after Telekinetic Sliver hits the field on said turns you just disable two of their lands.

With some miraculous hands you can play Intruder Alarm and one Sliver on T3 then have 6 lands T4 to play Telekinetic Sliver and tap 4 permanents with the Slivers currently in play and do it again if they play a creature. Imo great value for something that turns essentially your entire army into a better version of Blinding Mage

Mortlocke on A Pimp Named Sliver Overlord

2 months ago

Yes, I'm aware that Zur the Enchanter gets around counter magic through his ability, but in my opinion that seems like an unnecessarily convoluted way to try and solve a problem. Slivers have access to all colors - why not just run your own counter magic? Or control/stax pieces like Conqueror's Flail?

I'm not trying to be a contrarion here but this - "In turn 3 u cast vampiric tutor searching for enchanment, turn 4 cast Zur, turn 5 attack zur and draw second enchanment to loop combo." Doesn't make alotta sense. On turn 4 you'd have the enchantment you intend to put into play in hand. Zur won't be able to target said Enchantment when he eventually attacks on turn 5. I'm not sure what you're trying to say here without you at least naming all the cards you intend to use for the implied combo.

So your analysis of 4 CMC slivers boils down to "their power / toughness is low, so therefore they are bad". Sure, if they were vanilla creatures sure I'd agree with you. BUT - reading the card explains the card. Say you have Magma Sliver and 3 other smaller slivers in play. With one attack you could deal 15 damage to a player. If another one of those slivers was Shifting Sliver, then that damage is unblockable. So you say that slivers are likely to be targeted for removal? Well if your opponents aren't brain dead then they absolutely should be targeting any of the previously mentioned. But again Slivers are in all 5 colors, so say it with me now: Run. Interaction. It stops your mass removal, or if you really wanna flex, run a commander staple like Teferi's Protection.

"Next things is what u do if some one play "Ghostly prison", "Moat" or "The Tabernacle at Pendrell Vale" + "Winter Orb" or "Winter Orb" + "Static Orb" ?"

Harmonic Sliver. As for The Tabernacle at Pendrell Vale - Beast Within. Ill repeat myself just the once - Interaction. As for my face, well...if you want we can play some games on Spelltable. Doubt you'd show. Also doubt you own any of the expensive cards you like to try to flex with.

But I digress, DoctorMunchiesPHD tell me more about your Intruder Alarm + Telekinetic Sliver combo. This is your page after all.

DoctorMunchiesPHD on A Pimp Named Sliver Overlord

2 months ago

haki2022 Funnily enough I used to run a more Zur-Heavy list. In my experience he seemed to end up less useful as I bought more cards like Vampiric Tutor, just seemed more consistent and less-likely to get pathed the second it hit the board. Also I get why people run graveyard recursion style Overlord decks for sure they make for very explosive plays, but I'm going for a more control-heavy deck myself to better protect my combos and win-cons. It's been nasty in playtesting so far, current list is 4-1. Also Intruder Alarm is definitely in my deck, I use it to lock people out of games with Telekinetic Sliver lmao people do NOT like that interaction.

Mortlocke on A Pimp Named Sliver Overlord

2 months ago

haki2022,

Hol up - so you think 4 CMC slivers arent worth running? So slivers like Shifting Sliver, Magma Sliver, Bonescythe Sliver or Root Sliver aren't worth running? That is a hot take that I can confidently say is just outright bad. Why are you suggesting Zur the Enchanter for a Sliver Tribal deck? As for Buried Alive and Intruder Alarm - valid suggestions, but not necessarily staples.

Last_Laugh on Profet93

3 months ago

Hey lol, Seeing as you're on. For my 6th Doctor deck I'm thinking of trying an untap enabler but can't decide between Reveille Squad, Curse of Bounty, or to just go ballsy with Awakening. Right now I have Seedborn Muse, Quest for Renewal, Drumbellower, and Intruder Alarm for that effect.

Gidgetimer on Take Control

3 months ago

Despite being the same physical card, once blinked the creature is a new game object with no memory of or relation to its old self. Merieke will not destroy them if she leaves play or becomes untapped.

Also, Intruder Alarm would also be pretty funny with Merieke.

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