Deadeye Harpooner

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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 Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deadeye Harpooner

Creature — Dwarf Warrior

Revolt — When Deadeye Navigator enters the battlefield, if a permanent you controlled left the battlefield this turn, destroy target tapped creature an opponent controls.

Gidgetimer on Deadeye Harpooner, court street denizen, …

1 year ago

You do get to choose the order that the triggers are put on the stack and therefore what order they resolve. However; they are all put on the stack before any of them resolve and targets are chosen when they are put on the stack. Deadeye Harpooner must target a tapped creature and as such you will not be able to tap a creature and then destroy it with this interaction.

hiddengibbons on Deadeye Harpooner, court street denizen, …

1 year ago

This question is about the order of the triggers. If Court Street Denizen is on the battlefield and I flicker Deadeye Harpooner with the closet, deadeye enters the battlefield and I tap a creature because of the denizen. Can I then destroy that tapped creature with deadeye’s LTB/ETB? Do I choose the order of these triggers?

TheVectornaut on Blue/White Life and Defenders

3 years ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

Meachman on

4 years ago

I wonder if Birds of Paradise and Somberwald Sage are more useful than ramp that doesn't require you to tap (unless you're granting haste). Does something like Wall of Roots synergize more by adding mana on each player's turn each round or Eyeless Watcher who makes a supply of immediate or bankable mana whenever it enters?

Revolt might also be a useful mechanic to consider--Aid from the Cowl, Deadeye Harpooner, Hidden Herbalists and Call for Unity come to mind.

babushkasara on Mama Makes an Entrance

6 years ago

Ok, lemme see...

  • Absolver Thrull - effective even if it isn't blinked.
  • Kor Sanctifiers - doesn't work with flicker but does work with bounce, which you have more of anyway
  • Tivadar of Thorn - niche sideboard card but real good against the Krenko matchup lol
  • Deadeye Harpooner - good blink synergy
  • Angel of Serenity - I'm fairly certain that due to the two paragraph templating if you blink her while the first trigger (removal) is on the stack, her second trigger (return) will happen first and fail to find anything and then the removal becomes essentially permanent. I'm not sure if removing her a second time 'remembers' the same things exiled the first time or not.
  • Saltskitter - does this help you gain life?

davcot on The aether is strong with this one (budget energy)

6 years ago

kamarupa I think you're right ! So far, the testing of this deck showed me that revolt was weakening my strategy. I think I'll add some cards featuring strong energy counters effects and maybe eventually make it mono-green ...

Electrostatic Pummeler proved its worth when I managed to make it a 20/20 trample on turn 4.

Aethergeode Miner and Deadeye Harpooner made me remove one or two creatures so far so I don't believe it's that strong.

I'll continue testing, thanks for your comment !

S1ayerMonkey on The aether is strong with this one (budget energy)

6 years ago

just remove a couple of the cards you have 4 of and add 2 or 3 sages; i.e., take out 1 Greenbelt Rampager and 1 Deadeye Harpooner and add 2 Sage of Shaila's Claim.

playtesting will give you the best idea of what to remove

JuQ on Brago Flicker

6 years ago

Unquestioned Authority instead of Holy Mantle (when brago flickers it, you draw a card)
Stonecloaker or Angel of Finality instead of Disposal Mummy
Chart a Course instead of Vision Skeins or basically any other decent draw spell.
Counterspell instead of Dream Fracture
Return to Dust instead of Disenchant
Pull from Tomorrow instead of Inspiration
Concentrate instead of Weave Fate
Scrivener instead of Call to Mind (you have few sorceries anyway)
Ghostway and Eerie Interlude instead of Acrobatic Maneuver and Cloudshift flickering until end of turn will make you avoid board wipes without having to counter it.
Whispersilk Cloak instead of Unbender Tine what's so important to untap anyway?
Cathars' Crusade and/or Call for Unity as finishers.
Duplicant, Deadeye Harpooner, Fiend Hunter (if this one leaves the battlefield when his first ability is still on the stack, he won't give anything back) and /or Phyrexian Ingester as removal.
Venser, the Sojourner because it's just awesome with Brago: You -1 to make all your stuff inblockable, then Brago flickers it and you +2 to flicker something. Rinse and repeat.

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