Duskwatch Recruiter

Creature — Human Warrior Werewolf

: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter.

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Legality

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

Duskwatch Recruiter occurrence in decks from the last year

Latest Decks as Commander

Duskwatch Recruiter Discussion

NoSoyYucateco on Catch-22: Damned if You Tap, Damned if You Don't

2 months ago

I get the point of having mana sinks to spend all that extra mana. I would just make sure they're contributing a lot to your win, and you aren't investing too much to get them on the board. Helix Pinnacle or Walking Ballista are good examples of what to strive for. You can get them out for cheap and dump mana into them later, and they are impactful.

If you up the creatures a bit, Duskwatch Recruiter  Flip can be great, letting you spend as much as you want to dig for creatures. I wouldn't recommend him here unless you added a few more, but that's the kind of card I would use for your mana sinks.

Temur Sabertooth might be worth thinking about, actually. It has some utility.

LeaPlath on Eyed Abyss of Rainbow Irises - Jodah and Jegantha

2 months ago

The cards you are saying aren't tool box cards and are in fact bad. If I was trying to build a pioneer toolbox I would be leaning on a specific engine to enabler the toolbox repeatedly, not a single use spell that makes stuff mana inefficent. Dont play single use tutors.

Bring to Light is good because it gets and casts the spell which makes it more mana efficent. It is any cmc 5 or less spell in your deck. Compare to Grim Tutor where you are tacking 3 mana, some life and an extra point of interaction onto a spell.

Enigmatic Invocation is a pod esque effect so lets you play around counters and generate value at the end of your turn. The enchantments are more resilient to removal so you can play them out and pod them when needed.

Eldritch Evolution and Neoform do fetch creatures but you don't seem to understand the value of creatures in Pioneer. If I was playing Eldritch Evolution I would play cards like Reclamation Sage, Ravenous Chupacabra, Siege Rhino and Duskwatch Recruiter  Flip. A mix of powerful value creatures, well costed ETB effects and strong bodies. These are better than instants and sorceries as they both threaten life, remove resources or trade 2 for 1 more easily.

Prime Speaker Vannifar has a lot of podding potential as you can turn a 2 drop into a 5 drop with cards like Breaching Hippocamp, Bounding Krasis and clone effects. This gives you both the ability to see a lot of your deck and pull out specific creatures. Fiend Artisan is similar but is a better threat and allows you to skip cmcs by paying mana. Yisan Chord is slower but doesnt have a cost besides mana.

So yeah. Basically. You want your tutors to be engines or provide cost efficency. Or your answers to be extra flexible like creatures and playable on their own. No more watcher of the dead

Elijia on Winota Werewolves

3 months ago

Thanks for the feedback and suggestion, The_Legionarre! I really do appreciate it.

The problem I'm having with Instigator Gang  Flip is finding space for it. I sincerely don't know what to pull. The problem with Instigator gang is that is quite expensive for a 20 land deck that also contains Winota, Joiner of Forces and Huntmaster of the Fells  Flip. If I push for a higher curve, I need to include more lands as well, which further exacerbates the problem I'm having.

The space that I'm having trouble with is Immerwolf, Incubation / Incongruity or Duskwatch Recruiter  Flip. The deck is pretty slim on removal as well, so I don't know viable slimming down there is.

Maybe I could go higher than 60, if we're being realistic, but if I go higher, it just becomes a pile of good things, as opposed to a thought and gameplay exercise. IDK. I am having a blast with it so far, though.

Thanks again! :)

Inkmoth on Yeva Draw-Grow

3 months ago

heavyuser: A very strong case could be made for it if Paradox Engine got unbanned, but as it stands, it really isn't necessary. It was a very essential hail mary, since all of the weight was on Temur Sabertooth before, but we now have 3 viable combos and they're all tutorable.

However, please note that Generous Patron is consistently on the chopping block, and if you lack the proper infinite mana line and can't bounce it repeatedly it's pretty much a 3 for 2 when you need an outlet. You could make a consideration for it there, since infinite mana and Genesis Hydra is as good as having Duskwatch Recruiter  Flip, which has become the best kind of outlet (ones we can sink our mana into).

As it stands, that would be the best swap, but in reality, we're really looking to replace Generous Patron with another Heartwood Storyteller, Runic Armasaur, Glademuse, or Beast Whisperer. Until we get another creature like that to replace her, she's just the "best" at what she does in monogreen.

If you want to keep playing with Genesis Hydra, swap patron out and let us know how that goes! :)

Sultai_Sir on Too Many Elves (Marwyn Commander)

3 months ago

Duskwatch Recruiter  Flip: Get all the creatures out of your library, cast all of them, cast Regal Force, draw an absurd amount of cards. But wait, there's more! Bounce it with Temur Sabertooth, and do it all over again!

RNR_Gaming on Yasharn's Bitchboys

3 months ago

Theres also, Duskwatch Recruiter  Flip + Devoted Druid + Vizer Of Remedies. You can slam all creatures in your deck into your hand and cast any green creatures.

Inkmoth on Yeva Draw-Grow

4 months ago

Profet93: To be honest, Strip Mine is not that prevalent in cEDH meta, at least in my experience. However, I wouldn't care too much if I lose something to any kind of hate. The deck is modal enough to shift gears. Ashaya, Soul of the Wild comes with its weaknesses, BUT it comes with a buttload strengths that far outweigh its downsides. This card also just supplements Temur Sabertooth by making the deck less reliant on him. Plus, we have Quirion Ranger (soon Scryb Ranger) to bounce it in a pinch.

I didn't know who you were on my discord, or I could've addressed all of these questions for you. Lmk who you are and I'd be happy to address any concerns or questions you might have.

  • Gemstone Caverns: Helps me EVERY time it's in my opening hand and I'm not first. It's a mild nuisance any other time. That alone is worth it and a VITAL part of the deck. We have a subpar general, we need all the speed we can get to keep up. This slot essential and most definitely optimal.

  • Blast Zone: The current density of colorless Mana is at the brink of overwhelming me with unusable Mana and I can't risk it for a symmetrical wipe that could hurt me unless I'm comboing out. It has applications and it COULD be useful, but I wouldn't run it in this version. Perhaps the budget version for sure. I'd put in Homeward Path before this though, as Gilded Drake is a constant threat.

  • Heroic Intervention: Love it, I want it, but I have Veil of Summer in that spot. I can't afford to remove something for a protection piece, even it's that great. However, if you find that your meta warrants this card, then by all means, run it. It's a helluva card and it's bound to help.

  • Duskwatch Recruiter  Flip: Has been absolutely necessary and the second best outlet in the deck. When we get infinite we are in reality trying to assemble: Ulvenwald Tracker, Shaman of Forgotten Ways, and Thousand-Year Elixir. To do this we need Genesis Hydra, but we don't want to draw into the Elixir. Duskwatch Recruiter  Flip gets us Genesis Hydra without drawing into it. Also allows me to re order the ENTIRE library to avoid certain pieces. It digs quite effectively and with Seedborn Muse it's insane. The cost reducer is actually quite great in early turns, since we can land drop and not cast anything, since we do it on other turns. It's a digger, outlet, cost reducer, and a fail-safe on a 2 mana creature.

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