Night's Whisper

Night's Whisper

Sorcery

You draw two cards and you lose 2 life.

Latest Decks as Commander

Night's Whisper Discussion

bushido_man96 on Flicker Kathril

1 week ago

Here's the issue with Minion Reflector as you explain it: the "Legend Rule." So, you're going to cast Kathril, and then pay an additional to make a token copy of it. Problem is, since it's the same legendary creature, then you have to sacrifice one of them. If you sac the original Kathril so you can attack with the hasty one, then you not only up the Command tax for the next cast of Kathril, you also lose the token copy because you have to sacrifice it at the end of turn. If you sac the token copy, then you still didn't get to attack with it, spoiling the haste portion of it. It would probably be much better suited in a deck that is focusing on lots of creatures with ETB or LTB abilities. In here, I don't think it's going to do as much as you'd like.

You could probably replace it with one of those draw spells. Spells like Night's Whisper are good, reliable spells, and I think I run it my Kathril deck. But don't discount Rishkar's Expertise. It will do more than you think it will, for sure. Players are going to likely key on Kathril once it hits the board, and you don't want to run out of gas, so keeping the grip full is important. Return of the Wildspeaker is another good option. When Kathril comes down, he's probably looking at coming down with more than 5 power. Drawing 5 cards can be game-changing, especially in the late game when you are looking for answers.

As a general rule, I try to run at least 10 sources of ramp and 10 sources of card draw in my decks. If there is card draw on the Commander, I may cut that number down some, but not much. Kathril has a pretty high CMC, so ramping into him is important, so running a few more than 10 ramp spells might be a good idea.

Hope this helps!

Dazard on Flicker Kathril

1 week ago

@ bushido_man96 Thanks a lot for your comment (and upvote). I'm always happy about some advices and guidance :)

Oriq Loremage is already locked in.

I mainly want to use Minion Reflector to be able to distribute twice as much counters with Kathril, Aspect Warper to either my other creatures or Kathril itself. So while the original Kathril has to hold back with attacking (summoning sickness), the token (copy) of it can already swing in for some heavy commander damage due to the haste ability. To me this sounds like a good plan, or am i missing something here?

Carddraw-wise i feel the same - there should be more in it. But isn't Rishkar's Expertise a bit situational? What if i just got boardwiped? And if i have the "big guys" out already i am probably fine anyways even with a thin hand. Or is this just me, being an unexperienced mtg player thinking stupid stuff like this? Maybe just add "simpler" card draws like Night's Whisper etc.?

bushido_man96 on johny johny yes papa eating sugar no papa

3 weeks ago

Hanabi Blast and Burning Hands seem like fairly lackluster removal spells. Feed the Swarm and Chaos Warp would be much better choices, and black has plenty of good options for creature removal. I also think doubling up on some card draw using Kess would be a good deal. Cards like Night's Whisper and Sign in Blood would be worthwhile.

SuckassBolas on Flapping creatures intensify

4 weeks ago

Hey lad, thanks for checking out my build)

Answering your question, I don't think that Nightsky Mimic got much worse in this version of the deck. The maindeck still contains 25 gold cards (66% of all spells), which means that every second card (when taking drawing lands in consideration) in the deck should trigger mimic. Night's Whisper on average should draw into at least one multicolored spell this way. Sure, Whisper doesn't directly support the deck's gameplan, but it helps it not run out of gas should the game go long, which in my opinion came a bit short in the original list.

HOWEVER I in wo way am an expert on pauper decks, so your opinion/doubt is completely valid. I'm just explaining my deck "strategy".

Spell_Slam on GTA (Grand Theft Auras)

1 month ago

Props for the cool deck idea!

You should really be running Shade's Form over any of your current enchantments. It has the upside of you playing it on your own creatures to have the pump ability and protection from removal. I would suggest cutting False Demise for it to focus more on Black than Blue.

Now that I look at your deck, I'm not sure if you should even be playing Blue at all. The only real non-replaceable cards in your maindeck would be Counterspell.

Azure Fleet Admiral could be Thorn of the Black Rose.

You could be playing Sign in Blood and/or Night's Whisper as efficient card draw.

Your removal could also be stronger. Cast Down is a much better kill spell in Pauper than Terror. Other strong kill spells in the format are Victim of Night, Snuff Out, Defile, and Chainer's Edict.

Spirits on Yuriko, Shadow of Fate EDH

1 month ago

Wow thanks Virlym!!!

Agreed Thrasios, Triton Hero or a Kess, Dissident Mage way more value for Fish-Consul, was hoping for some flavor, along with the easiest win in commander today. Goal is to build a fun, rogue style deck, but that I can play in High power format games, 8+. I'll think on the fish overnight, certainly is powerful (and lots of interaction in the format to deal with it, a couple you identified). Doomsday without fish wouldn't be good either, too much work and weird cards would have to be put in without it. I defintely want a focused strategy not just play stuff for needing to play it.

Agreed Mana Vault is wrong, not on curve, going to replace that one with something. Dark Ritual I think I might need, a T1 Opposition Agent or Nashi, Moon Sage's Scion, maybe an Arcane Signet into an Unblockable with a Sensei's Divining Top lots of scenarios I can see using that {b}{b}{b} Dauthi Voidwalker that grabs me a fetchland I can use to not miss my T3 land drop, etc.

For Mox Opal I haven't done an analysis "yet", i have calculated the hypergeometric probabilities and charted them, see Kaalia Deck, but it's generally low, even lower with no Mana Vault.

The land selection supports the Thassa's Oracle + Tainted Pact, if you have any duplicate cads (including basic lands) then Tainted Pact doesn't work as a Tutor or a win enabler. I included the basic & it's snow-covered counterpart for maximum coverage there. I'm prioritizing lands that 1) Never enter tapped, 2) are T1 useable lands. Spire of Industry might not be right, similar argument to Mox Opal what is it's activation probability. Could go back to Tarnished Citadel or Ancient Tomb maybe? I dont like the colorless, or maybe just an Island like Cephalid Coliseum. I've tried finding another dual colored land that meets the criteria but can't which is why I landed on Spire of Industry. If I abandon fish-pact, can add more basics.

Satoru Umezawa I had a hard time. His CMC4 activated ability is useless, I was more evaluating on the following 1) Whenever Yuriko, the Tiger's Shadow commander ninjitsu, I get to a) Look at the top 3 cards of library, b) Choose one for my hand (a counterspell or land or something), c) was a ninja lol. Looking again, his ability isn't a "may" so he's actually going to break the sorcery speed top deck manipulators like Imperial Seal or Personal Tutor, so he's bad, needs to come out, the draw isn't worth disrupting the synergy of the deck.

Viscera Seer has goldfished ok with me so far, why i've liked him a) He is CMC 1, so could be an early swing unblocked to commander ninjitsu and doesn't cost much to recast, b) He can put Yuriko, the Tiger's Shadow back into the command zone, so that she can commander ninjitsu in "unblockable" again, dont want her stuck on the board with no way to attack, c) The top deck manipulation helps drawing what you need when you need it or getting rid of a card so that you can connect with a bigger spell. He also protects my stuff from exile effects, or effects that might turn her into an indestructible insect or a land or whatever all those things want to do! d) Can block and sac against lifelink (if that matters, probably not), not giving their footing back when I'm trying to kill with my Yuriko ability. He's not critical value, but having a way to consistently cast that unblockable, commander ninjitsu, replay the unblockable and get Yuriko back in command zone, is good isn't it? Cunning Evasion dpes this for all ninjas where Viscera Seer only works with Yuriko.

Praetor's Grasp probably wrong. Reevaluating there thanks.

I don't like that Grazilaxx, Illithid Scholar only triggers once, thought he was for each creature. Hmm. If unblocked draw a card. If blocked return to hand vs. if blocked return to hand. Grazilaxx, Illithid Scholar gives them additional incentive to block, but not much more, it's an extra card per turn, with the unblockables it should be anyway, so like a Phyrexian Arena with a second ability? Easier to remove. Cunning Evasion really just de-incentifies the block, especially if Yuriko on the field, but most stuff is unblockable or will draw a card. So point taken, is the extra card here or there worth the extra mana, and making it easier to remove, hmm. Maybe both are good?

Opposition Agent agent certainly is good stuff, but it has so many benefits a) It's a CMC3 instant speed tutor (for a land, any card, multiple lands, etc). It's going to get you something you want b) It's an essential stax piece, the higher power you get, the more value he is, essentially it stax locks down oppoents lands (too many fetches not enough basics the higher you get), finding an answer to you board (no looking for a board wipe for your ninjas (high power usually have 1 or 2 and rely on tutors to find it when needed), or even looking for an answer to Yuriko. Opponents durtle under Opposition Agent unless they have a removal "in hand" forces them to draw into a solutions, under a restricted mana base, decks playing 10-20 tutors shuts down 20% of their deck, slows them down etc. Until they ban this card that should never have been printed, or at least printed in White instead, have to play him. In Mid>High games or lower, he's far less useful as you see more basic lands, or more enters tapped, more draw effects and fewer tutors understandably.

This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)

Thousand-Faced Shadow, I got hyper focused on his CMC4 ninjitsu for a "lack luster" ability and didn't even consider he's a CMC1 with flying evasion built in, that's also a ninja! Who cares about his dumb ability! He's going in 100%.

Mist-Syndicate Naga he's really just a 3/1 for 3 (bad), no evasion (bad), ninjitsu is CMC3 (bad, why not CMC1?). He replicates and then exponentially populates, but you can't bounce the copies to hand to protect them, and as with exponential growth, it's the T1-3 growth that kills you, the game isn't going to go long enough for him to deliver the value he could, let's say on T14 of a game, his T4 swinging. It's extra draw, but how is this guy getting through all these times to draw the cards, and why would I even Ninjitsu him lol. Can't get there on this guy.

Moon-Circuit Hacker and Ninja of the Deep Hours I keep thinking about though, their Ninjitsu costs are reasonable, but can't decide what they take the place of, a control card? a tutor card? That tutor finds me a win-con piece, a big spell for Yuriko to hit with, or a Ninja that delivers more advantage. However, if Yuriko is offline for whatever reason, they can draw into a solution themselves. In reconsidering mode on those. Thought I was close to having the list, your points have made me reconsider so many things.

The other low-cost ninjitsu are a little too situational and for like Mid>High games where board state matters more. The higher you get, the less important a board state is, and other than disrupting 1 player at sorcery speed (since Ninjitsu is on your turn, during attack, and only unblocked) it's utility is low. If the games are 5-7 power level, things tend to come out, wait around a turn before they do their thing in 7+ "usually" the thing comes out and it's already done it's thing Dockside Extortionist or a creature with haste that activates, etc. There are some exceptions like an Esper Sentinel or something, but in general Destroy/bounce are usually bad, want Exile at instant speed to have more "interaction".

Doomsday isn't really necessary, it's just an easy T1 win-con that tutors all the cards in combo. I haven't figured the stack but probably 1BBBB (5CMC T1 win), 1BB with a dark ritual. I'll build the stacks but that seems right. T2 win with lots like Lotus Petal, Chrome Mox. I'm just not 100% sold if it's needed and also means can cut Plunge into Darkness as well, although I think Night's Whisper would still stay even without Doomsday. Fish-consul is UUB T1 or Fish-pact 1UUB, so there are more efficent lines than Doomsday. There is a BBB Doomsday win-line but too many cards that don't synergize well with the commander in the deck.

Thanks so much, a bunch more modifications to the decklist coming tonight! Was extremely helpful.

Crow-Umbra on Musashi's Mosh Pit [Primer]

1 month ago

Thank you for the suggestions Last_Laugh, I appreciate them. I have considered most of the cards you suggested here. At the very least, I may need one more repeatable draw effect, but I am still determining what feels best as a I play the deck. Here are my thoughts on your suggestions:

  • Esper Sentinel - I currently own one copy, which I'm utilizing in my Osgir, the Reconstructor deck. I think Osgir and the artifact synergies there can make a bit more use out of Esper Sentinel. Even in the games I've played Sentinel in that deck, it hasn't felt like much of a deterrent beyond Turn 3, and my play group usually pays the , unless I have multiple Sentinel copies out, thanks to Osgir.

  • Strionic Resonator - I can definitely see the utility for it, but to me it feels a bit "win more". In the games I've played so far, I haven't really felt like I was lacking for attack triggers. I could see it being like a "backup" Isshin in some cases, but haven't had much issue with Isshin being a removal target yet. I'm also not a fan of paying into activated abilities if I don't have to. I prefer to leave at least 1-3 mana up for instant speed interaction/removal once I can afford to do so.

  • Tilonalli's Summoner - Similarly to Strionic Resonator, I left this out of initial drafts of my deck because I didn't want to pay mana into an activated ability, when I could be leaving that mana open for removal/interaction. Pacing wise, it also feels awkward to me: Turn 2 Tilonalli's Summoner, Turn 3 cast Isshin but won't have mana for summoner, Turn 4 swing with the Summoner and pump it but not have mana for any of the cool options in the 4 mana spots. I think most of the Token producers already in the deck can produce 2-6 tokens when Isshin is on board, and 1-3 without.

  • Mardu Ascendancy - It's a fun card that I have considered as another token generator, and as a one time defensive buff. I have excluded it so far because I generally like the other token producers I have a bit better. I also have a weird personal rule for 3 color decks, where the commander is the only spell with all 3 colors. Even with a well-balanced manabase, I don't want many other multi-color spells ever falling risk to not being able to cast them.

  • Twilight Prophet - I have a copy and used to run it in a Token/Artistocrats Alesha, Who Smiles at Death build. So I recently removed Phyrexian Arena and Mangara, the Diplomat from this deck. Mangara wasn't much of a deterrent, and my friends either attacked me with 1 creature, or only played 1 spell per turn to get around his clauses. I removed Arena because its pacing felt too clunky for the deck, and didn't feel great to play beyond turn 4-5, when I'd have to wait an entire turn rotation to get 1 extra card. During turns 2-3, Arena felt like it competed with ramp, early 2 drop creatures, or getting Isshin online Turn 3. To me, Twilight Prophet feels somewhere in between Phyrexian Arena and Mangara in terms of pacing and effect. Twilight Prophet has a decent ceiling for extra draw and hurting my opponents, but is dependent on having a sizeable board state for Ascend, and protecting that board state. Knowing my play group's tendency to boardwipe and whittle down growing boards and having played Twilight Prophet before, I don't think it will be super viable, but I'll keep it in mind.

I'm generally a fan of the draw effects I currently have like Night's Whisper, Plumb the Forbidden, and deadly Deadly Dispute because they are reliable and can scale in some cases. I'm not super worried about draw because my play group has a house rule where the person going last in turn order becomes The Monarch at the end of their 3rd turn.

Ashdust on Create an alternate version of …

1 month ago

Just did this on card creation, but I wanna see more. Here's mine:

Lathiel, Dawn Hunter

Lifelink

At the beginning of each end step, if you lost life this turn, distribute up to that many +1+1 counters among any number of other target creatures.

Weeping, the hunter cast aside her bow, struck by the horrible sight before her.


Increased mana value because you're more likely to lose life on your opponents' turns than gain it, and since you're in black you can just cast Night's Whisper or use Underworld Connections

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