Murderous Rider

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Murderous Rider

Creature — Zombie Knight

Lifelink

When Murderous Rider is put into the graveyard from the battlefield, put it on the bottom of its owner's library.


(You may cast Murderous Rider from exile if you sent it on an adventure.)


Swift End

Instant — Adventure

Destroy target creature or planeswalker. You lose 2 life.


(You may cast Swift End for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Swift End, this card is treated only as Murderous Rider in whatever zone it is in.)

(Example scenarios for Swift End: You may cast this off of Melek, Izzet Paragon. You may not target this with Snapcaster Mage. Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=3. If your opponent owns this and you cast it, only you may cast Murderous Rider when it goes on an adventure. You may cast this from a cascade spell if the spell has a cost greater than Murderous Rider's cost.)

ThisIsMyAccount on 101% Mono Black Burn

3 weeks ago

Pain's Reward deck? lol

For real though, I think Cast Down not hitting legendary creatures is sort of a big deal because of Ragavan, Nimble Pilferer and Omnath, Locus of Creation seeing so much play. Maybe Bloodchief's Thirst, Murderous Rider, Profane Command, or Dismember fit the budget?

Then, I would say you want a more creature focused deck if you're playing Zulaport Cutthroat or to just drop that card for more spells like Smallpox or something. I think playing more creatures along with Warlock Class could be fun, though. You could throw in Ruthless Ripper, Vicious Conquistador, Spawn of Mayhem, and maybe even Reaper's Talisman to just be really aggro with the creatures.

Finally, I think Soot Imp and/or Killing Wave could work for the sideboard.

amarthaler on EDH Sarevok, Deathbringer & Tavern Brawler

1 month ago

Update!

Out: Hero's Downfall

In: Murderous Rider

I think more cheap creatures is needed for this deck, just to protect my own life total. The instant adventure of Murderous Rider has the same effect and costs the same as Hero's Downfall, but then turns into a creature with lifelink.

Symph0nyS0ldier on Esper Control

3 months ago

DeVerbalen I didn't know they were making shard triomes already I'll for sure slot one or two in.

I don't run Drown in the Loch because my playgroup is pretty graveyard matters and I main 3 Kaya's Guile and 2 Kaya, Orzhov Usurper and they make drown bad. It was in the deck for a while along with Anticognition though.

Delay becomes a hard counter with Teferi, Time Raveler without him I agree is okay at best in most situations.

I did mess with my removal suite a bit after some goldfishing and a couple games online. Murderous Rider was good but double black isn't easy to get quickly as I need to prioritize triple blue and black is the colour I have the least of by a large margin.

DeVerbalen on Esper Control

3 months ago

Nice deck! I do think that running both Fateful Absence and Path to Exile might be a little bit to beneficial for your oponent. You could consider swapping out Path to Exile for Fatal Push, having 8 fetch lands in your deck it shouldn't be to hard to remove creatures up to cmc 4. Or you could replace Fateful Absence with something like Murderous Rider hits both creatures and planeswalker and afterwards its a good blocker and it gets you back the 2HP.

You obviously don't have to exchange all coppies by a counterpart, I think even adding 2 pushes in exchange for 2 path's might be very good. It also gives you a little bit more versatility by having a varied graveyard to acces with snapcaster.

Consider might be a neat pick-up. You cycle through the deck a little bit quicker and when you would draw an instant or sorcery you do not need atm you can always acces it with snapcaster.

lhetrick13 on For Honor and Glory!!!

3 months ago

Question for Viewers - A few individuals recommended that I add additional creatures to the deck and/or increase the variability of the creatures in the deck. I have been playing with those suggestions by dropping 3xKnights' Charge and reducing the number of non-essential knights and adding in a few knights listed on the Maybe Board. While doing so I have come across a revelation - I have a total of only of only 7 black creatures in the deck with 2xMurderous Rider, 3xSmitten Swordmaster, and 2xKnight of the Ebon Legion...is it worth keeping black in the deck for these 7 cards (ignoring the fact that I have edited this deck heavily over the last few weeks and not updated my mana accordingly)? Removing them would allow me to easily add in a number of knights from my Maybe Board and clean up my mana by only have two colors instead of three, but I just wanted to hear anyone's thoughts on that.

Squirrelbacon on For Honor and Glory!!!

3 months ago

I like the idea of the deck and absolutely love Collected Company! However, I do have a few concerns -- that said, I have not played modern since pre Covid (mostly due to Monke) so take some of this with a grain of salt.


Firstly, running CoCo with only 24 hits seems a bit low, especially when you factor in the multi-purpose cards that may feel sloppy coming down such as Murderous Rider and Knight of Autumn. Frank Karsten wrote an article from CoCo standard era about his calculations, and basically it came down to (at 24 critters) roughly a 78% chance of having 2 hits--that number goes up to 87% (28 creatures) and 90% (30 creatures) with semi-diminishing returns. Just something to think about.

This leads into my second thought, creature value! Although I think having some flexibility in main deck creatures is important with CoCo, I would not be running more than 1-2 copies of those types of creatures unless there is an EXTREMELY compelling reason to do so (i.e., local meta game is full of (x) archetype so I am running (x-hate card) to counteract). I can go into more detail on this if you would like, however, that's not for me to decide!


Lastly, just a few card suggestions that might be extremely helpful! Most are budget, some are..... not.

Dauntless Bodyguard--> Great, versatile card. Need something on turn one, sure! Need something to protect an important threat/key card, you got it! Opponent aims a lightning bolt at your Knight Exemplar with a Wrath of God on the stack, so you spin the CoCo wheels so you can "flash" in a way to have indestructible for you indestructibility----unlikely and probably overkill, but you got it! Cheap, flexible, efficient. Probably worth taking a look at.

Corpse Knight--> Seems meh to me but might be a way to close out closer games against control, especially since that would stack on a CoCo hit. It works, but up to personally choice.

Metallic Mimic--> A knight lord that counts as a knight and can stack with several copies, generic

Worthy Knight--> This card is Young Pyromancer for creature strategies, but semi non-bos with CoCo. Again, completely personally preference. Maybb it's a sideboard piece?

Acclaimed Contender--> Feels like you're cheated with CoCo and knights-galor, especially if you up the knight count by a few.

Ziusdra on Card creation challenge

3 months ago

FauxFaux It's not every +1/+1 counter, only the ones on creature tokens. :) Also, with his mana cost, consider that he can't really protect himself on the turn he comes out. On the turn after he comes out, for example, it will cost you two or three +1/+1 counters to counter a Hero's Downfall or Murderous Rider. It will cost three or four counters to counter a Dreadbore, Angrath's Rampage or Vampire Hexmage. Not to mention all the two-mana bounce spells. All the while, spending these +1/+1 counters leaves you more vulnerable to attack on the ground... so it's a trade-off and he requires a lot of specific pieces in place so that his strategy doesn't fall apart the turn he comes out... :)

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