|Commander / EDH||Legal|
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|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Promo Set (000)||Rare|
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Creature — Specter
Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of their library.
You may play cards exiled with Nightveil Specter.
Nightveil Specter Discussion
6 days ago
Kalstrax, Shade Lord
Legendary Creature: Specter
Other Specter creatures get +1/+1 and Voidmaster 2 (Pay 2 life, this creature gains shroud and is unblockable until end of turn)
Voidmaster 10 (Pay 10 life, this creature gains shroud and is unblockable until end of turn)
Whenever ~ deals combat damage to a player, that player loses 7 life, discards 7 cards, and sacrifices a permanent.
It's a Lord for the underappreciated Specter Tribe, which would like to be able to be unblockable as many have deals damage effects like Hypnotic Specter or Nightveil Specter . I also like the idea of throwing Nicol Bolas, Planeswalker ultimate at people in exchange for some life. Minus 6 permanents because that seemed a bit overpowered.
3 weeks ago
EDH is really fun! Especially when you make a deck around a theme. I've made a similar Grixis theft deck with Jeleva. Here's a bunch of cards I have found fun and effective in my Grixis theft deck:
Emrakul, the Promised End , Gonti, Lord of Luxury , Grenzo, Havoc Raiser , Havengul Lich , Hostage Taker , Keiga, the Tide Star , Kheru Mind-Eater , Lord of the Void , Mindclaw Shaman , Necrotic Ooze , Nightveil Specter , Sepulchral Primordial , Sphinx Ambassador , Boneyard Parley , Knowledge Exploitation , Mnemonic Betrayal , Order of Succession , Role Reversal , Talent of the Telepath , Telemin Performance , Worst Fears , Commandeer , Desertion , Gather Specimens , Redirect , Reverberate , Spelljack , Wild Ricochet , Chaos Wand , Nicol Bolas, Planeswalker
1 month ago
austintayshus lol thanks. I was thinking that the mana fixing would be used for cards like Nightveil Specter that require the possibilty of mana other than sultai colors, but looking back, the majority of my theft cards require no mana or are able to be used with any mana. I like those suggestions, def putting in the Krosan Restorer
3 months ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
4 months ago
Double Strike/Flying sound good. I'll also consider Thopter Assembly . I'm straying away from Arcane Adaptation , Conspiracy , and Xenograft to focus on aggro ninja tribal. Working on finding some good stuff to do that.
Etrata, the Silencer is good. I didn't notice the Ninjutsu combo with her to keep her from being shuffled. In regards to Nightveil Specter , I originally had Thief of Sanity and Gonti, Lord of Luxury since they do similar things. However, I decided to cut them. I don't particularly see the advantage of Nightveil Predator . A single hexproof creature doesn't change much, and it seems like I could get Flying/Deathtouch from a cheaper source.
4 months ago
Double strike and flying works well with ninjas, sure it's not straight out unblockable but some evasion works well. Thopter Assembly can work since it can give you a bunch of enablers to combo off but it is a bit slow.
4 months ago
The first effect, for cards like Act of Treason , is used when Player A originally controlled the creature and Player B took it. Think of it this way--if they lose the game, the effect that gave them power over that object goes away, so the control reverts back to the object's prior controller.
Cards like Bribery do not change control of the creature. Player A might be the owner of the card, but they never controlled it. So, when Player B, who controls the object, loses the game, there is no other controller for the object to return to.
Also, important to note, Xantcha, Sleeper Agent has a control changing effect ("an opponent of your choice gains control of it.") So, when her controller loses the game, if that controller is not her owner, she will revert to her owner's control. That's one that trips up a lot of people, so I like to specifically mention it.
4 months ago
I play a lot of multiplayer casual games with my friends and I always have problems when a player who had steal other player's stuff leaves the game.
As I am one of the most experienced players (altought I have always been playing casually and barely enter a FNM), usually I am asked rules questions, and I need help memorizing this.
What exactly happens with permanents owned by other players under control of a player who has left the game?
I read rule 800.4a and it states some examples:
- If I control some permanent via Act of Treason -like effects or Control Magic -like effects, as I leave the game that permanent reverts back to its controller
- If I control some permenent via Bribery -like effects, as I leave the game that permanent is exiled.
How exactly does this happen? What is the difference? How can I memorize that to apply to different cards with similar abilities (like Nightveil Specter )?
Thanks in advance everyone, I hope I made myself clear and made the question in the right place
Nightveil Specter occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%