Creature — Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Invisible Stalker is unblockable.
Printings View all
|Zendikar Rising: Commander (ZNC)||Uncommon|
Combos Browse all
- Invisible Stalker + Sigil of Distinction
- Invisible Stalker + Tainted Strike + Volrath, the Shapestealer
|Commander / EDH||Legal|
Invisible Stalker occurrence in decks from the last year
Latest Decks as Commander
Invisible Stalker Discussion
4 weeks ago
1 month ago
Ezuri, Claw of Progress itself is on the pricier side, but the rest of the deck can be built with lots of affordable efficient creatures that tend to be unblockable and grow quickly such as Invisible Stalker
1 month ago
I'll add to this to even further clarify. If you have out something like Renata, Called to the Hunt, then creatures enter WITH an additional counter. Because they are entering with a counter, effects that look at power/toughness see them having increased power/toughness. Cloudfin Raptor will see the creature having increased power/toughness - similarly, Terror of the Peaks will do more damage. However, in your situation, the abilities in question (Evolve and Graft) look at the creature as it entered the battlefield. You can reorder the triggered abilities on the stack any way you want, but it wouldn't matter because it won't change the power and toughness Invisible Stalker had as it entered the battlefield. Had you had you something like Renata, it would have been a different story.
1 month ago
1 month ago
I have a Cloudfin Raptor with one +1/+1 counter and a Vigean Hydropon with all 5 counters on my board. If I play an Invisible Stalker, can I first move a counter from the Hydropon onto the Stalker (making it become 2/2), and then use the Stalker to trigger Evolve on the Raptor?
1 month ago
Thanks so much NinjaKitty778 for all the great suggestions! I especially like the ideas of Invisible Stalker, Heroic Intervention and Cryptic Command, but I'm not sure what to remove for them. You have also given me many ideas for the sideboard so thanks.
1 month ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
2 months ago
New rogue looks interesting. There's also Thieves' Guild Enforcer if you want more mill payoff. Have you considered some removal or other types of control, like Fatal Push, Inquisition of Kozilek, Remand, etc? Earwig Squad for sideboard? Sygg, River Cutthroat is also cute although I don't know how good it would be in this deck. Hidden Strings lets you attack w/ rogue then tap down your opponent's lands if they are control before casting stuff on ur second main phase, or untap your lands to leave mana open for a Remand, etc. Bitterblossom gives u a crapton of rogues, great with your lords (and definitely with the new one).