Nightshade Peddler

Nightshade Peddler

Creature — Human Druid

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nightshade Peddler is paired with another creature, both creatures have Deathtouch.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Nightshade Peddler Discussion

libraryjoy on Death Touch Green Boi

1 month ago

Change your deck-type from Modern to Casual if you're going to run Citanul Hierophants . With Legendary creatures, I often only run 3 copies instead of 4 because multiples are not allowed. But if it's going to be a target (And Fynn likely is) sometimes 4 is worth the slot. Honestly, I think you need a bit more land. With the curve you're running and the low amount of ramp, you probably need at least 2 more lands. My first choices for dropping are Nightshade Peddler and 1x Bow of Nylea .

TheVectornaut on Who dat boi - please help

1 month ago

Hey, I saw your comment. Is this an alternate account for twechsler or is this deck just inspired by theirs? Either way, I'll go into greater depth on some possible build paths. libraryjoy is correct in that if you're (mostly) mono-green, your best way to destroy creatures is often to take advantage of the abilities on your own creatures. You already have the deathtouch style shell so I'd just focus on that. But even with deathtouch, there are a fair number of options for guaranteeing that damage gets dealt. There are the bow/staff cards like I use in my artifact commander deck A Pile of Cans with the deathtouch from Sydri, Galvanic Genius . Then there's fight effects which you can see working with Wren's Run Packmaster in my wolfless wolf deck Size of the Fight in the Dog (although this strategy doesn't require DT if your creatures have high enough power). A final approach is forced combat damage. Since it's been mentioned the least, that's what I'll focus on here.

Forced block cards like Lure , Gift of the Deity , Indrik Umbra , Ochran Assassin , Roar of Challenge , Tempting Licid , Provoke , Irresistible Prey , or Tangle Angler are the core of such a deck. Most of these cards are rather costly in terms of CMC, and I'd consequently only recommend such a deck for slower casual play. It should be pretty strong in creature-heavy metas though. If that sounds reasonable, the next thing you have to decide on are the creatures and supporting cards. These choices aren't always obvious because of the many things a deck like this wants. For example, it may be better to play cheap deathtouch creatures like Deathcap Cultivator , Gifted Aetherborn , Narnam Renegade , Wasteland Viper , and Nightshade Peddler so you can start controlling the board sooner. But if all your DT creatures have low power, they'll only be able to kill 1 or 2 things off a big forced block. Thus, it may be better to instead grant deathtouch with other cards like Basilisk Collar , Deadly Allure , Virulent Swipe , Bow of Nylea , Archetype of Finality , or Ohran Frostfang . Then, you could just run creatures with high attack for their cost. Still, I think there's something to be said of looking for other abilities that interact well with deathtouch. First strike and double strike are the most obvious examples because they can let your creatures survive combat to attack all over again on later turns. Viridian Claw , Glissa, the Traitor , and Grappling Hook see play in such decks for this reason. Alternatively, you can learn from the synergy of the Frostfang that abilities triggering on face damage pair well with deathtouch. Only a fool would block your 1/1 DT with their 3/3, but if that 1/1 is drawing you a card, suddenly that trade sounds more appealing. Cold-Eyed Selkie , Dimir Cutpurse , Edric, Spymaster of Trest , Oakhame Adversary , Ohran Viper , Tomebound Lich , Fynn, the Fangbearer , and Hapatra, Vizier of Poisons are some cards that might fill this role.

I know I've just rattled off a lot of cards here. I'll try putting together a casual deck to demonstrate what I'm talking about when I find the time.

As an aside, I see that you've included Novablast Wurm as the only meaningful white spell in this version of the deck. It's too slow to see play in anything but ramp, but it can definitely be built around as a beefy Wrath of God too. Consider using something like Heroic Intervention or a Dauntless Escort sacrifice to break the symmetry on the board wipe. Also, creatures that grant boons on death like Thragtusk or Wurmcoil Engine could find a home in a self-wipe deck, although the Wurm might be outclassed then by something more traditional like Austere Command , Settle the Wreckage , Kindred Dominance , or Phyrexian Rebirth .

king-saproling on Fynn Deathtouch

4 months ago

Your list looks great. Personally I would make the following swaps:

Milesfuzz on Wolfpack is Life

9 months ago

Heya! Nice deck, would just like to share some of my findings from my own experiments

Light of Sanction, Mark of Asylum and The Wanderer all make your fight triggers one sided removal.

Nightshade Peddler makes all your fights lethal.

I've found Wren's Run Packmaster to be pretty sub optimal since most of the time the only elf you really have access to is your commander himself and I'd rather have Tolsimir in play.

Feed the Pack i've always found to be pretty suboptimal for 6 mana, also alot of the non-token creatures usually happen to be super synergistic and I don't usually want to remove them. Depending on your meta Wolfcaller's Howl can be pretty meh too.

Lastly, I had a larger land ramp package so I could make use of Howl of the Night Pack. Card can end the game all by itself!

Bababad on Reindeer God Poops Elementals [Primer-ish]

10 months ago

Looks like a solid build, that does exactly what it aims to!

Ogre Battledriver does silly things with mary's tokens. For the longest time grabbing him and Avenger of Zendikar off of a Tooth and Nail for a finisher in my mary deck if i didn't have a board state as a backup win con, though now Finale of Devastation kinda does that better I suppose.

If you were looking to add some more creatures to deck for early game control/blockers...Conclave Mentor, Nightshade Peddler, Pir, Imaginative Rascal, and even Goblin Sharpshooter depending on your deathtouch enabler count can absolutely clean up. Destiny Spinner can give you a leg up against Blue decks.

Also the Sun Titan, Reveillark, Karmic Guide, Eternal Witness, Saffi Eriksdotter recursion package does wonderful things in a Mary shell, letting you reset after non exile wipes or get infinite mana off of Ashnod's Altar, my version is a creature heavy shell because my meta swings for the fences and has entirely too much spot removal (we all have trust issues)

Big budget I would recommend Earthcraft because it can let you explode and win in a single turn against certain matchups. There's also always Rings of Brighthearth + Basalt Monolith to solidify a win in a single turn.

Just a spattering of thoughts, this was my first edh deck and i've been tweaking it various directions for as long as been playing EDH. An amazing, versatile commander in great colors.

Barbarian_Sun_Pope on Ramp Cheat Swing

1 year ago

I'd go for Ambush Viper (sneaky removal when you need it) or Nightshade Peddler (usually two death touch creatures for the price of one). If you want a a fun deterrent you can try Hornet Nest, it doesn't have any power, it can't attack, but opponents typically don't want to swing into it with anything that doesn't have trample. It is also really funny with Setessan Tactics and any big creature. If you want to give death touch to creature, I would suggest going the equipment route with Basilisk Collar or Quietus Spike, which works nicely with trample. Or you could go with Gorgon Flail as it is less mana intensive and adds some power. Hope this helps.

smack80 on 7 Days to the Wolves

1 year ago

I think you have too many enchantments and anthems that don't do anything by themselves.

You don't have enough wolves. Yes I know most wolves are bad magic cards, but you just have to accept that a deck based around a bad tribe is going to have bad cards. That's what makes it fun sometimes.

here is my rough list, needs to be trimmed, but there are several cards there that can help you: https://tappedout.net/mtg-decks/tolsimir-friend-to-wolves-1/?cb=1580311368

Mark of Asylum and Nightshade Peddler help when using the Fight mechanic a lot.

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