Creature — Dauthi Rogue
Shadow (This creature can only block or be blocked by creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, exile it instead with a void counter on it.
, Sacrifice this: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
|Have (4)||Stryfe_ , Mythbuster_42 , CompleteWaste ,|
|Want (2)||Cool_Cat , robomallcop|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Dauthi Voidwalker Discussion
21 hours ago
Oh, just thought of a couple more, Wandering Archaic Flip and Dauthi Voidwalker can help deal with countermagic users, a perennial problem for decks without Blue. Archaic makes it very hard for other decks to combo off while it's out, and Voidwalker's ability to become whatever you want is a huge boon in a mono-Black deck. Note, if your Commander recurs Voidwalker, it will remember not only anything it previously exiled (it will still have a counter), it can 'see' anything another Voidwalker has exiled.
4 days ago
Hey Snake57, sorry about the very late reply! My playgroup has been the same 3-4 people in the past couple of months due to covid, so I've been messing around with some new decks for more variety in our games. Don't worry, I still absolutely love Yuriko, but I haven't made any changes to the list lately!
Ponder vs Otherworldly Gaze: Ponder wins this one for me because it acts as topdeck manipulation and a cantrip. With Otherworldly Gaze you get to see more cards, but you also go down a card in the process.
Personal Tutor: Although I'm still not a huge fan of this card, I've been playing with it in favour of Insidious Dreams. Insidious Dreams is more powerful in the right situation, but quite mana intensive, and brutal if it gets countered.
Dauthi Voidwalker: Love this card so far. I mostly keep it untapped as a threat rather than an enabler, but the shadow is a nice plus!
Opposition Agent: I'm also split on this card. Most times it just steals a fetchland and then gets removed, which makes it feel kind of underwhelming. But the upside of stealing an actual tutor could be worth it.
Enter the Infinite: I also agree that raising the overall cmc is better than playing this card. I think 2 is the perfect number of cards in the "high cmc but useless" category (Draco and Blinkmoth Infusion). Like you said, delve cards or big cards that cycle seem like a better solution.
Have you made any changes in your list? Let me know!
Also, any thoughts on neon dynasty so far?
I think Kaito Shizuki looks quite powerful and, for once, I'm looking forward to trying out a planeswalker in Yuriko!
As for Satoru Umezawa, it seems too mana intensive for this deck. But I'm excited to see another ninjutsu commander with a different spin!
wallisface on Jund
5 days ago
Some cards to consider running as playsets:
- Lightning Bolt
- Fatal Push
- Abrupt Decay
- Grim Flayer
- Dark Confidant
- Dauthi Voidwalker
- Inquisition of Kozilek
- Bloodbraid Elf
Some cards that are decent, but probably better as 3-ofs (as drawing multiples can hurt)
1 week ago
Okay, this is what I came up with for the 26 creatures + sideboard and it looks way different from what I expected honestly. It's more focused on getting good 2 card combos with Collected Company while maintaining most of the synergy. I was able to get a "game ending" hit with Collected Company to ~14.8% or a little better than 1/7 from its current ~7%.
If you already have some kind of combo piece on board, this of course would go up significantly, since a lot of the combos are 3 pieces. I also am not including strong synergies in this, like Quillspike + Kitchen Finks which would probably be enough to win in a lot of cases honestly, since they have to somehow remove the Quillspike first or you'll just keep generating value.
I think Renegade Rallier is a sleeper in here, and may be justified as more than a singleton, since he synergizes so well with fetchlands just guaranteeing value. Unfortunately, I just couldn't justify Saffi Eriksdotter, even with the infinite combo potential.
I found that having the more narrow "wincons" mainboard didn't make a lot of sense in most cases, since you could scry straight for Glittering Wish or get infinite life (allowing you to find Glittering Wish or slowly chip away at them) whenever you actually 'needed' the wincon.
4x Birds of Paradise
1x Carrion Feeder
3x Viscera Seer
3x Devoted Druid
3x Kitchen Finks
1x Anafenza, Kin-Tree Spirit (allows good synergy with a lot of cards for the anti -1/-1 slot)
1x Melira, Sylvok Outcast
2x Vizier of Remedies
2x Heliod, Sun-Crowned
2x Quillspike (surprisingly valuable because of Devoted Druid)
1x Renegade Rallier (nice recursion or ramp)
2x Spike Feeder (kind of undervalued this initially, but with correct support it can be really good - blocking combat tricks against things without trample too if needed)
1x Endurance (grave hate and psuedo-recursion if needed)
Cartel Aristocrat (sort of flex because Dina, Soul Steeper almost covers the slot)
Quillspike (sort of flex because Impromptu Raid almost covers the slot)
I'm thinking -1 Revival / Revenge (only card you'd want to bring back that you can't just wish a psuedo-version of is Devoted Druid or one of its pieces and at that point, having access to both pieces and not having ended the game sounds a little unlikely)
You could now fit specific hate cards you plan to side in like:
1x Dauthi Voidwalker
because I basically cut them from the main to add more consistency to the combo(s).
1 week ago
I like having a little bit of everything going on. The deck has worked so well all these years and been so resilient because of its ability to adapt and my focus on that. The reason for the multiple win cons in the deck is to get around however my opponent is trying to stop me. If they deny access to the graveyard, I still have infinite life available with 1 Spike Feeder. The combo does actually come up often with 4 tutors that look at the top 6 cards, and 4 tutors that can just straight up put it in play. I get it almost every single game that I actually need it and seek it out. And if I'm denied infinite life, I have the infinite mana to swing through.
I agree it definitely could be optimized, and I like the cards you're suggesting. I just don't want to cut an entire strategy to do so, especially one that can be crucially useful for what it plays around. But I do like going more all in on the things I do have already going on. That was the thought behind including a Blood Artist main, backing the whole deck up with Eternal Witness, Endurance, Renegade Rallier, and Saffi Eriksdotter.
I never get the Saffi Eriksdotter and Renegade Rallier combo off, and only the latter is actually really good throughout the whole game. Although I like having a 2 mana protector, but it feels like I might as well go with like Giver of Runes or something at that point, which is meh.
Other thoughts include putting in more Devoted Druids for reasons I'm not even sure of yet. Or going back to Anafenza, Kin-Tree Spirit for more counters shenanigans. Not sure which direction to go yet.
1 week ago
MilkBreath56 I've been experiencing a similar problem in that the deck has too many high CMC cards that can clog our hand. Now that the format is speeding up, we can't afford to play as many big creatures with redundant effects. For example, Luminous Broodmoth and Nightmare Shepherd are probably not both needed, and neither are both Pitiless Plunderer and Sifter of Skulls. I used to prioritize the infinite combo a lot more back when the format was slower, but now, cheap fodder and card draw are king. The combo should still be accessible with our many tutors even though we'd have less redundancy. I'm working on an update to overall lower the curve of the deck, introduce more cheap fodder and card draw, and cut down on redundant 4+ CMC cards.
Despite the potential of lowering the curve, Teysa will never be as fast as the likes of Lathril, Blade of the Elves who can rely on tons of cheap mana dorks, or Magda, Brazen Outlaw who generates fast treasure from the command zone. Teysa's advantage is that she's a lot more resilient. Aristocrat boards will get a ton of value even if they're destroyed and can sometimes be brought back while elves or Magda just lose everything to a wipe. And if your Magda player is winning too consistently on early turns, their deck might be too strong for your meta.
The balance of death triggers to fodder to sacrifice is definitely a tough one. Thankfully many cards do multiple jobs. I'm glad you've been able to adjust the power level using the tutors. Another easy way to cut power would be cutting cards like Necropotence or Bolas's Citadel or fast ramp like Chrome Mox or Mana Crypt. Even cutting Skullclamp reduces power by a ton. Cards like Sign in Blood (or Marble Diamond/Charcoal Diamond for the ramp) are great replacements. If you ever need to increase power, stax cards like Opposition Agent and Dauthi Voidwalker could do a lot, but it's at the cost of making the deck more oppressive. If you ever find yourself up against precons, this list would need a lot of down-tuning, and some easy downgrades might be to remove Reassembling Skeleton, take out all the ramp, take out all the control cards, etc.
To answer your question, I agree with you that running out of fodder is probably this deck's #1 problem. It's mostly the same as our high CMC problem. We don't have enough cheap fodder, and too many of our creatures are 4+ mana. The update I'm working on should hopefully solve some of those problems. If you want to do some tuning yourself, I recommend trying different 1-2 drop creatures with useful death triggers, especially ones that create tokens.
Glad you're enjoying the deck and cheers again!
1 week ago
Maybe Dauthi Voidwalker? Agree with Kort this deck needs the Lurrus in the sideboard.
Tourach, Dread Cantor in the sb for white decks and control decks?
1 week ago
One of my favorite plays of all time, I was playing with my friends, I had this super sick Memnarch deck, Most games I would slam down double, triple mana, and use that to combo off, well this was one of those games. I landed Planar Bridge and Unwinding Clock, tutored out a Mycosynth Lattice, and Padeem, Consul of Innovation and was feeling really good, hard to stop me at this point. So then I tried to tutor out Darksteel Forge to really make it impossible to stop my reign of terror. My friend responded with a well timed Emergence Zone activation into Vandalblast. My heart sunk sooo hard. My mind was racing, how could I get out of this? Well, That game had tons of interaction, I think i spent all off my counterspells already. I had no clue, So I counted all of my cards in graveyard, and thankfully, Since i knew my deck really well, I knew I had one more counterspell left. I managed to dig really hard with instant speed cantrips, to find my last counterspell, Arcane Denial.
I had dug down to the last few cards in my deck, I had finite mana, finiite spells, and just a dream, and I managed to get it. It was absolutely beautiful, and my playgroup still talks about it years later.
More recently, I was playing cEDH and was against a Grolnok, the Omnivore deck, I landed a Dauthi Voidwalker to keep the frog from activating a Hermit Druid they had, that player managed to bounce the Dauthi next turn, and activated the Druid. Everybody thought we were dead to Thassa's Oracle, but I pulled out my secret weapon. Scout's Warning to flash in Dauthi Voidwalker, to steal the frog's entire deck, just to use a Command Tower with a void counter on it, as my last land needed to win with Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top