Fetid Imp

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fetid Imp

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying or reach.)

: Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

multimedia on Urza’s legion

1 year ago

Hey, good start on a budget with what you have so far. Command Tower is a budget staple land for multicolored Commander decks and Arcane Signet is a budget staple mana rock.

Ramos, Dragon Engine can only be played in a five color deck using it as Commander or another five color Commander. It's activated ability has all five mana symbols and those symbols count toward it's color identity. Urza's color identity is only three colors Esper (black, white, blue). Because Urza doesn't have red and green that's why Ramos can't be played with Urza as Commander.

If you want aggro with Urza lets look at the beginning of the mana curve first, cards spots of 0-3 CMC only then we can look at the higher end of the mana curve. The first changes to consider is to remove all the nonartifact creatures and then later determine if they are worth a spot in your deck because they have abilities that help artifacts or Urza. I think you'll find that you don't need any of these creatures because artifact creatures can take their places. If you want to be aggro with Urza then you want to utilize Urza's artifact creature affinity to cast Urza quicker. To do this consistently Urza wants 0-2 CMC artifact creatures and some 3 CMC artifact creatures more than the rest.

Some of these creatures may be added back in later, most likely not, but for now lets build the creature base with only artifact creatures. For making upgrades lets look at best cards here with Urza and build around them? Arcbound Ravager and Portal to Phyrexia are the two best cards here with Urza because they're artifacts and they're abilities are more powerful compared to most other cards here. Ravager brings the aggro, but if aggro doesn't do it and you need more reach to win the game then Portal can do that. Lets start with Ravager and what makes it better with Urza? Modular and you have some here, more one drops can help toward Urza's artifact creature affinity and Ravager.

Steel Overseer adds to the +1/+1 counter strategy, it's powerful but only for artifact creatures and if trying to be aggro it's a good reason to play very few nonartifact creatures. Silas Renn, Seeker Adept goes well with Arcbound Ravager since with Ravager you want to sac artifacts and Silas lets you cast an artifact from your graveyard. It's deathtouch combined with Urza's menace makes it a creature who opponent is not going to block and lose two or more creatures blocking it. Baleful Strix, Triarch Praetorian, Malcator's Watcher are two drop artifact creatures who fly and who draw when enter the battlefield (ETB) or dies.


Some artifacts here are worse than others.

Think about limiting the amount of nonartifact spells to just the better ones you have here?

Equipment that increases the equipped creature's power equal to the amount of artifacts you control really ups the aggro since then any little artifact creature can become huge which combined with menace can make it a great attacker. I see Silver Myr and it's good here since counts twice for Urza, artifact creature affinity and ramp. Consider adding more artifact creature mana dorks who can make colored mana?

The budget Signets can help for ramp as well as color fixing which is really needed because the manabase here is pretty much all basic lands. Arcane Signet is a staple budget mana rock for ramp in Commander. Chromatic Lantern is fine for color fixing, but you're going to want more than that.

Some nonartifact creatures at the beginning of the mana curve can really help aggro and Urza.

Losheel, Clockwork Scholar is powerful with artifact creatures when attacking is what you want to be doing especially Constructs. Your artifact creatures don't take damage in combat meaning that opponents will have a difficult time choosing to block since their blockers might die, but your creatures will be fine. Losheel is also repeatable draw, once on each players turn when an artifact creature ETB you draw this includes when a Construct is created by Urza if you didn't have an artifact creature ETB before your end step.

Sai, Master Thopterist can be a repeatable source of artifact creatures, Thopters, to be attackers or sac fodder. Emry, Lurker of the Loch is like Silas Renn, Seeker Adept more ways to cast artifacts from your graveyard is good with Arcbound Ravager and other sac outlets.

That's it for this comment, but if you're still interested I'll give advice about the high end of the mana curve here to take more advantage of aggro into mid game and Portal to Phyrexia late game as well as some budget land options for the manabase. Would you like more advice?

Good luck with your deck.

seshiro_of_the_orochi on Attack me I dare you

2 years ago

This is pretty cool. I really think some protection against flyers would be important, just in case. Maybe, just maybe, try out Vampire Nighthawk or something similar in place of Drinfting Shade? If it's out of budget, how about Fetid Imp?

Arievilo on Hell's Gates

2 years ago

Hey zapyourtumor ! Thanks for the great tips already added some to the deck here.

I replaced Fetid Imp with Scourge of the Skyclaves . It fits the cheap creature place better and is a demon so not only helps the priests to summon more demons but also helps with Mark of the Oni . I also think he goes great with Vexing Devil , Blood Crypt and Spawn of Mayhem . Dark Confidant would be perfect but it is too expensive. Even the scourge is a bit expensive to add to the physical deck right now but I'll save up for it and in time I will get it, maybe someday I'll get my hands in some of that dark wizard.

About Mark of the Oni I understand what you are saying but I love the card. It is really fun to play with it so I'll not remove it despite the drawback it has. Regarding Grim Return it is also just a fun card if I get to combo with Archfiend of Depravity (or Desecration Demon you suggested and cast it on my opponent's end turn to take over one of his creatures, or combine it with removal to take one of his creatures for me, so that being said I liked the ideia of having Sin Prodder because, besides the draw help, it seems like a easy way to help me cast Rakdos, Lord of Riots and goes well with it later either.

Thanks for the tip about Lightning Bolt , fits better in the deck than Go for the Throat . I just don't quite understand why you prefer Fatal Push to terminate. As I see it is just +1 mana cost for a more solid removal but I might be missing something so if you could detail more on your thoughts about it I would appreciate it.

Finnally, after altering the virtual version of the deck I finished with 22 lands. Kind of on the fence on keeping the 3rd Rakdos, Lord of Riots or the 2nd Lord of the Void instead of a 23rd land card. What do you think?

I had Master of Cruelties in the main deck at first because I really like it too. Thanks again for your suggestions, really appreciate it

zapyourtumor on Hell's Gates

2 years ago

Cool concept! Here are some of my initial thoughts and comments after reading through the list a few times.

I really don't like Blood Speaker. A 4 mana 3/2 vanilla that tutors a demon to hand for 4 mana everytime - if it let you tutor one onto the battlefield it might actually be playable. I would cut all of these.

The main issues I see with the deck are your disruption package. I would add more efficient removal like Lightning Bolt and Fatal Push over a lot of your Go for the Throats and Terminates (I'd leave 1 Terminate for Murktide decks). Grim Return doesn't seem super great either.

I'd also include hand disruption in a playset of Inquisition of Kozilek, since I assume Thoughtseize is out of your price range. Discard is just a staple in any black midrange deck like this. While these cards might be a little more expensive than the other cards in the deck, Bolt/Push/Inquisition are all modern staples that can slot into most red/black decks and are unlikely to lose their value anytime soon.

Mark of the Oni is cute, so if you really have fun with it in the deck then of course that's fine, it just doesn't seem very good because the best time to drop it is earlier in the game to survive and you can't really play it early game. The only cheap demons I could find are Dream Devourer and Scourge of the Skyclaves which could slot in if you want to keep Mark of the Oni. Only run Scourge if you are running a playset of bolt though. If you have the money for Scourge I'd definitely get it, although it's pretty expensive.

Since you have Skirsdag High Priest, you probably need some lower costed creatures. While Fetid Imp fits the theme, its really bad. I'd cut it. Honestly something like Dark Confidant would be great here since you can tap it to Skirsdag and it gives you some much needed draw power, but it's really expensive. I can't really think of any other good 1-2 cmc black creatures that fit the hell theme (except asmor but she doesn't count lol), but there are definitely some good ones out there.

Some other devils/demons are Sin Prodder (need that draw engine?), Desecration Demon, which gets really brutal with Archfiend of Depravity, and Doom Whisperer. I'm sad that Master of Cruelties probably doesn't fit here since he's my favorite demon.

mobizque on <20$ Undying demons

2 years ago

I'm building a similar deck with Demon of Catastrophes and Feaster of Fools (which you might consider--with Devour 2 it can get big, and with Convoke it can come out as early as turn 3).

Fetid Imp seems weak here. Your demons will dominate the sky, so you might consider more sacrificial creatures like Festering Mummy or Undead Augur .

All that said, I'm putting Tragic Slip in my deck. It's definitely > the Dismember I'm running.

+1!

Mechanon on

3 years ago

Well, if you're going with mainly milling and control, try to stick with mainly cards that do that. Thought Collapse is another counter spell with mill. Manic Scribe is another good card. Cards you have such as Induced Amnesia , Platinum Emperion , Howling Golem , Giant Scorpion , and Fetid Imp probably aren't as useful as other cards could be.

Titus7007 on No Cards or Creatures for You

3 years ago

I would add 2 more Hateful Eidolon I run it and it's just a monster of a card. Even one or two payoffs early can swing the game.

If you ever run Fetid Imp again maybe you can sub in Lurrus of the Dream-Den for either Kearvek or Gray. In addition to recurring your enchantments for the spirit. You can recur your deathtouch flyer, which would be strong.

DanMcSharp on No Cards or Creatures for You

3 years ago

Hello,

I don't think Thought Distortion belongs in this deck. It's meant to be used mostly as a sideboard card, possibly to be fetched with something like Fae of Wishes to really hit a hard on a control player that has a hand full of good stuff. In this deck, your opponent will be mostly empty-handed by the time you cast it. You will maybe make them discard 1 or 2 cards at best, if you're lucky.

Fetid Imp is pretty weak and taxes you 1 mana just to remain useful. If you really want a deathtouch creature, you could use Mire Triton instead, but if I was you I would use Yarok's Fenlurker instead, a typical 2 drop in any discard deck, and it would fuel your devotion better for Gray Merchant of Asphodel.

Kaervek, the Spiteful is an interesting addition, but since he's not always useful and is legendary, I would only run a single copy, maybe 2 if you really like him. Would kill a Yarok's Fenlurker if you decide to use some too.

Mire's Grasp and Dead Weight would work really well with Hateful Eidolon, could be an worthwhile addition. Btw, since you already run those as creature removal, you could swap some Grasp of Darkness for Eliminate so that you can also hit planeswalkers.

You should also run a few Castle Locthwain, no real reasons not to tbh.

Hopefully these suggestions are useful, cheers!

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