Creatures don't untap during their controllers' untap steps.
Whenever a creature enters the battlefield, untap all creatures.
|Want (2)||SkipBalis , lorxraposa|
Combos Browse all
- Intruder Alarm + Skyshroud Poacher
- Elvish Piper + Intruder Alarm + Llanowar Elves
- Intruder Alarm + Llanowar Elves + Rhys the Redeemed
- Imperious Perfect + Intruder Alarm + Llanowar Elves
- Axebane Guardian + Intruder Alarm
- Intruder Alarm + Llanowar Tribe + Rhys the Redeemed
- Intruder Alarm + Yisan, the Wanderer Bard
- Intruder Alarm + Persistent Petitioners + Splinter Twin
- Chulane, Teller of Tales + Intruder Alarm + Shrieking Drake
- Intruder Alarm + Saruli Caretaker + Wall of Kelp
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Intruder Alarm Discussion
1 week ago
2 weeks ago
I really like your build. Going to link mine now and then get back to yours Bruvac the Grandiloquent Millage Pillage
You have some pet instant/sorcery cards that I think could be upgraded for more on theme carnage:
Sakashima the Impostor Bruvac #2
Retraced Image this is my hidden tech in my list but it is statistically better in yours!
Archive Trap it's EDH. Everybody tutors. Mill 26 for free.
Long-Term Plans to get your engine pieces and all the cool cards I suggested ;)
4 weeks ago
Hey, I am trying to add Alchemist's Refuge, Intruder Alarm, and Not of This World to my binder. Each are from the mystery booster set, which the code I looked up was (MB1). Tappedout is kicking them back saying that it cant find it, when I went to figure out how to add the cards myself, I can not interact with the page at all. It mentioned needing to be an upgraded member, which I am, but do you also need to be a supporter to submit cards? Sorry if I am asking the wrong person, just every time I see anyone on this site asking about adding cards, you always respond. Haha. I am also fairly certain you wrote the tutorial yes?
1 month ago
Poorly I'd imagine, unless I have Pemmin's Aura already on something and/or Intruder Alarm isn't on the board, but if either of those conditions are met and I have a few creatures I'd be happy to just let the standstill sit there while I whittle their life down. If it's played early I'd probably just break the still and try and get on with my plan.
2 months ago
First and foremost. That joke about "tooting my Horn " was pure gold. Don't ever change.
I get the synergy with stuff like Maskwood Nexus so I'll look into it for my version as well. My deck is based around getting the draw engine as fast as possible so I took out pieces like this. I guess they are worth looking back into.
I'm liking Cauldron of Souls the more I think about it. Kumena can negate the -1/-1 counters using his own ability to give +1/+1 counters so that's pretty sweet. Also, it is okay if Cauldron of Souls eats up removal because that'll save your other more important enchantments and artifacts. Potentially anyways.
When I went with the Isochron Scepter and Dramatic Reversal combo I took out Intruder Alarm but I did really like it in the previous build. Darting Merfolk definitely makes sense with that kind of combo.
Speaking of Intruder Alarm there is an infinite combo that you can use to draw out your deck, or just draw into something you need. Forbidden Orchard , Intruder Alarm and Kiora's Follower give infinite untaps, three other merfolk is infinite draw, and mana rocks and/or dorks ( Earthcraft / Cryptolith Rite ) is infinite mana as well. This can allow you to win with Thassa's Oracle or Laboratory Maniac . Lastly, Grimoire Thief can also allow you to exile each opponents' library. Food for thought if you want to go that route.
I see you are running Counterspell and Pact of Negation . Personally, I wouldn't run counterspells unless it is a bigger package. It is unlikely that you'll have them when you need them with only running two. I'd recommend taking them out to add more utility and value. Unless you feel like you need more counterspells in which you can add more. It is one of those types of cards (for me) that you are either running a lot or none.
I was asking about the lands because in my build the couple of colorless lands I have can sometimes be a hinderance since merfolk are so blue heavy. I originally ran Back to Basics but have since taken it out since my playgroup just played around it. I've been wanting to add it back in but that is why I still have so many basics in the deck. I never really went back and changed the lands. Thanks for the thought on some utility lands.
2 months ago
Thanks for the comments and feedback. As you can see, I've used a few elements that were inspired from your build, such as the wizards Ertai, Wizard Adept , Venser, Shaper Savant , and Teferi, Mage of Zhalfir . I also like the options that the transmute cards bring to maximize potential playability, so great additions with Drift of Phantasms , and the others.
I feel Defense of the Heart can be a really good pace keeper. I find it especially useful combined with Tishana, Voice of Thunder & Jungleborn Pioneer to generate three bodies and draw a minimum of three cards. But, yes, this is also great opportunity to seek out situation based creatures!
Cauldron of Souls is a new addition, so I'll have to follow up. I saw it in another list and liked the idea of preventing a board wipe simply by having a lord in play, but it may end up being too niche for 5 mana and the necessary setup. Also, artifact removal can make quick work of the cauldron , so is it just a sitting target until its potentially used? I'm talking myself out of this one it seems.
I really just want Herald's Horn to work, so it stayed in the list despite any reservations. Is it ramp, is it tribal, is it card draw? I think the sum of all it's parts fit in the list, and only at a cost of . It certainly plays well with Arcane Adaptation & Maskwood Nexus . Sylvan Library also has some synergy to fix the top card with its scry ability, so I guess I'm tooting my horn .
My intentions with Realmwalker are similar to Herald's Horn by allowing top card play/view. Plus, when combined with any of the flash options in the deck it can make things exciting. I think Realmwalker has performed well for me and it's here to stay. Also, an added benefit is that neither card require that you reveal reveal anything to your opponent when peeking.
For removal, I've used Curse of the Swine over the years for flare, but it's ultimately become a staple for me. Sometimes there's only a couple intrusive baddies to remove, and this makes quick work of them. I'll definitely take your advice and use Reality Shift over the non-exile removal, so thanks for pointing that out.
Darting Merfolk pairs with Intruder Alarm to be quite abusive when you have Kumena and a few fish to play with. Tap three fish (even including Darting Merfolk ) to draw a card, pay to return Darting Merfolk to your hand, then recast to untap all fish. Rinse, repeat. I'm not sure there's too much more, but with the appropriate resources it can be pretty powerful.
I've done okay with the colorless lands so far, but it's definitely something I'll need to watch closely. I just added Yavimaya Hollow , so maybe it's a good idea to remove something else colorless in exchange.
I agree with you about Genesis Wave . Honestly, I only avoided the card so I didn't completely plagiarize your deck ;) I'll take your recommendation and add it now! Overall I felt like I could run fewer counter spells and more removal in this package, so this is an excellent inclusion.
Regarding the one drops, I've rethought that comment after your response and it makes sense to stay focused on the combo aspect of this build. Solid advice.
Thanks again, and I appreciate the insight!
2 months ago
So, just to make sure i’ve got this right, the plan is to imprint Reality Shift onto Isochron Scepter , and then make it a creature with Ensoul Artifact . And then finally, with Intruder Alarm and at least 2 dorks out, you effectively mill away your opponents entire deck?
My worries are:
4 card combos are really hard to assemble, especially when each piece of the combo is quite weak on its own.
currently your only way of finding the cards you need appear to be by drawing through your deck. Without having some way to search for the pieces, this seems even more unwieldy.
you don’t currently have any protection for your pieces (say, in the form of counter magic). If your opponent just holds up a single killspell for the scepter-creature, then you’re in big trouble.
your sideboard at the moment appears to be doing different things with the combo, instead of hedging your bets against the harder matchups. Not sure what’s happening here?
I think you need to try and refine the list down a bit to make it more consistent, and less fragile. If you’re able to make that 4 card combo only need 3 cards instead, that will help immensely