Creature — Faerie
Whenever Eye Collector deals combat damage to a player, each player puts the top card of their library into their graveyard.
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|Commander / EDH||Legal|
Eye Collector occurrence in decks from the last year
Latest Decks as Commander
Eye Collector Discussion
1 month ago
Personally I'd toss in some Night's Whispers for that all-important Card Draw.
You might also look at Unearth for pulling some of your cheap-cast creatures out of the graveyard. It's pair well with your Eye Collectors there (could maybe even get away with adding more if you decide to play to this strat a bit)
Either way +1, I'm only recently into Pauper format so it's nice seeing what everyone else is using for sure.
1 month ago
abby315 thanks so much! That's really helpful and gives me a lot to think about.
Noted for the removal suggestions, I'll toss those Fractures.
As for number of cards, this is a deckbuilding exercise for my noob self so please bear with me, I'm going to try and reason out why I picked certain cards (because I don't know that I have an exact reason for each card being there).
For most of the 1-3 mana creatures, I was thinking about food for Call of the Death-Dweller. Cards that could help me flood the board and do damage.
Thieves' Guild Enforcer I got excited by the idea of a 3/2 for 1 mana. Granted, by the time my opponent has 8 cards in their graveyard, I have more land and bigger weapons to pull out. I guess the milling can be considered part of the toolbox, but milling the opponent's deck probably needs a much more dedicated deck than just a couple of cards to cycle on and off the board. You're definitely right, Mire Triton offers me more immediately, and I'll have other things to play by the time Enforcer gets up to 3/2.
Eye Collector I think I just went "Ooh! Flying!". Then again, it's only a 1/1 and it's not that good at milling.
Drana, the Last Bloodchief I'm asking myself questions about. That effect is incredible, but I never actually use it. It tends to just live in my GY all game. I feel like it'd be better in a control deck than something as aggressive as this, does that sound about right? If I need a big hitter, I'll bring out Demon of Loathing. If I need to clear the board, I'll bring out Massacre Wurm. I might rethink Drana for something. Maybe another niche effect to handle specific situations, or maybe another Wurm.
Scourge of the Skyclaves is an interesting one. The deck is not built for him, there's a bunch of Lifelink in there and Mire Triton would add more. I think he's nice to have, again, for the toolbox. The one game in six when he's useful, he ends up changing the game.
Liliana, Waker of the Dead in theory is perfect for this deck, but it's her ult I'm after and that never actually goes off. I'll just have to get better at using her.
Now I'm also asking myself if I have the right number of Fiend Artisans and Nullpriest of Oblivions. Fiend Artisan is a key part of every game I play, I don't know if more would just suffocate the deck. Nullpriest isn't usually a big factor unless I have Lurrus of the Dream-Den out, so maybe Lurrus is the one whose numbers I need to think about.
As for Nyx Lotus, I find that every time I play it, it changes the game for me. I start pulling off huge plays with only 5 or 6 lands. Just so I understand your advice, with a card like Nyx Lotus, because I have no way of searching for it, either cut it completely or take 3-4? I was hoping to drop it and a few Swamps for Nykthos, Shrine to Nyx but it doesn't seem to be legal in this edition.
That is the biggest difference I've noticed between competitive decks and casual or fun: competitive decks never hope for any cards, they always seem to have the cards they want at the right time.
Thanks again, this was awesome!
1 month ago
hey! Thanks for uploading the list. Regarding the legality, don't worry about it, the site staff has to manually adjust legality for one-off cards like those so it probably slipped their attention. You can report it here for fixing: https://tappedout.net/mtg-forum/tappedout/official-missingincorrect-cardtoken-thread/?&p=37&page=37
To answer your question, I think it's fine for an aggressive deck like this one to focus more on the graveyard synergies and getting big creatures in play than countering the opponent's every move. In general you'll be the "aggressor" so you only want to remove things that are a huge threat to you or are stopping you from winning the game.
However, I think your current removal suite isn't the best. You mention you "have to remove creatures while they're still small" and maybe that's why you felt like you had to run a lot of removal. If you swap out your "conditional" removal, like Compound Fracture, for "unconditional removal", like Feed the Swarm or Murder, you don't need to worry about having removal at the exact right turn.
Just in general deckbuilding advice, you have a few "2-ofs" that don't make a lot of sense to me. Having less than 3-4 copies of a card usually means you have a way to find it, like using the GY as a toolbox. But I don't know why you'd want to find 1 Thieves' Guild Enforcer, 1 Eye Collector, or 1 Nyx Lotus.
If you're looking for early ways to mill yourself and get creatures into the GY, Mire Triton is the creature of choice for Standard. I would recommend swapping all of the Thieves' Guild Enforcers, Eye Collector, and Nyx Lotus for 4x Mire Triton.
1 month ago
I've been playing this in Standard on MTGArena:
My big question is, how much of the deck should go to countering other decks? The two most common decks I'm running into are either White or White/Black life gain, usually based on Impassioned Orator and Hallowed Priest, or the decks that stack mutations. In both cases, I find I have to kill the creatures while they're still small. Life gainers build a swarm of huge creatures and I suddenly find myself unable to contain them, mutations get so many disruptive effects that I don't have an answer. So how much removal is too much and how much should I focus on just playing my game?
A previous version of this deck had 13 removal cards, I felt like that was taking focus away from the main objective so I made this one. Is there a balance to hit between disrupting other playing styles and playing your own game?
4 months ago
These are just to name a few, which don't directly work with your strategy, and are more or less filler spots to create a playable deck. Consider swapping them for cards that work directly with your spellslinging strategy.
I would also consider bringing up the land count to at least 37. A deck like this is going to want to make land drops every turn, and that'll help. It feels bad making room for all the lands, but it is worth it.
7 months ago
Looks like it could be fun to play. I might replace Banehound with either Eye Collector or Serrated Scorpion. I like the idea of Aid the Fallen and Forever Young in the sideboard, maybe with Ob-Nixilus or Underworld Dreams so that if you are playing against a slower deck you just keep bringing back your 1-drops with deathtouch and let your opponent draw him-/her-self to death. +1
8 months ago
Take out Shinechaser and Eye Collector. They are low impact. You should replace them with either a good artifact/enchantment creature (preferably flying) or just a good artifact or enchantment. Even Solemn Simulacrum would be fine.
9 months ago
I playtested this a couple days ago and I definitely agree, Eye Collector milling after combat didn't help nearly like I thought it would. I have an alternate deck I was toying with that used Mire Triton, and I love that card. I think I'll replace the Eye Collectors with some copies of that instead!