Creature — Human Rogue
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it where mana of any colour to cast them.
|Have (2)||, FSims81|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Opposition Agent Discussion
5 days ago
Commander Legends review for Lord Windgrace and Thoughts
Missed out on looking at these cards the first time so another look at cards that can synergise with this deck or with more general Lord Windgrace decks after actually testing them out.
This card looks like it may just slot right in but I would caution against just jamming this in. It is very powerful to be able to just pick out ten lands from the library and slam them on the battlefield, no sacrificing or any real downside but there are a couple of issues to consider:
- The card is 9 mana, and requires triple green. This is not difficult to do with mana fixing but because the lands enter tapped from Reshape the Earth and the spell is sorcery speed, this is pretty much your entire turn. This means that you better be planning to win the game with this spell on the turn you play it because your green mana will be heavily depleted when you do. There are pretty much two options: Field of the Dead or Valakut, the Molten Pinnacle for ETB triggers, but this can also be a trap. If you fetch Vesuva with this ability, you have to have one of the above lands already on the battlefield. This is because when Vesuva enters the battlefield at the same time as another land, due to timing it only checks land already on the battlefield. There is a similar issue with Thespian Stage as when the land enters...it has already had its ETB. This means that you can't just fetch Field of the Dead or Valakut, the Molten Pinnacle along with the two copy lands from the library and try to stack the triggers, it just doesn't work. This card just can't immediately win you the game in most circumstances. You could look at Dread Presence dealing a good 20 damage or getting a sweet Valakut Exploration turn, but you can't just straight up 40 someone unless you already have a very specific boardstate. I just don't think this card is worth including in this archetype.
I was surprisingly up on this card when it was first spoiled because of the Glacial Chasm synergy (never take combat damage, never lose the Monarchy). Now on top of being the eternal Monarch, you get the benefit of all your permanents being hexproof, which includes your land. Now you have protection against opponents removing your key lands! The issue is that it is still a creature body, doesn't really have any land-synergistic abilities and is 7 mana. I dropped Avenger of Zendikar for being expensive to play, and this just draws you a card at end step, not terrible, but not the most exciting thing to ever happen. Maybe this card is just too 'win more' to be an inclusion, but it has a sweet interaction with this deck.
Honestly not terrible but not exciting either. The key thing is that it doesn't untap your lands, and there's no real benefit for them being creatures, if you have a Glacial Chasm out they can't even attack...and they're 1/1s so you need something to buff them up before they attack. That's several steps more complicated than dumping a Torment of Hailfire or Exsanguinate on the board.
Now I'm usually very up on enchantments in commander. They're usually (in my experience) more difficult to interact with compared to artifacts. This is a way to just ramp or cheat out creatures. If you're planning of dumping big creatures on the board: this is a great card if you're running Glacial Chasm because you will never stop being the monarch, but it's an upkeep trigger. In this particular deck I don't think it has enough value to justify cutting another card to fit it in, it's just too slow.
Interesting value engine: play a land, you get to cheat in another land. Would/should you pay 6 mana for this? Well only if you have a bunch of lands in hand, which is generally not where this deck wants to be (usually they should be being discarded so you pull them back onto the battlefield). Any ramp potential is stymied by the mana cost. Powerful effect, just doesn't seem to quite work in this deck.
Not bad: find forest, put on battlefield, solid cheap ramp, consider adding it in if you have the space. There aren't that many great forests, so this isn't as much of a utility spell tutor, just plain ramp.
5 days ago
This update was mostly about strengthening Underworld Breach.
Hullbreacher didn't originally scare me off of PitA, but it puts us in a basically unrecoverable position if it happens to us in response to PitA. Ad Naus gets around it, and is less mana.
Unfortunately Jund has a hard time with stack based interaction, especially in a list as lean as this one is trying to be. Additionally, Ad Naus was being more painful than it needed to be, and I basically never tutored PitA.
So I cut PitA for Grinding Station, which may not be great honestly (needs more testing), in theory it aids Underworld Breach lines considerably.
Wheel of Misfortune may ultimately get the axe as it is 3 mana, and can get Hullbreacher'd pretty hard. As for how to use it, that is meta dependant, but Ill try to give a brief rundown:
Someone who doesn't want to wheel will pick 0, so in that case picking 1 would be best if you want to wheel and take as little damage as possible. But then the meta will adjust and if the person who doesn't want to wheel knows youll try to take as little as possible, they can "stuff" your option by taking 1 damage. Then its best to pick 2, but they could pick 2, etc etc. Basically you play it by ear, I usually take around 4 to 5 damage from it to wheel and its been fine. Gotta remember some decks dont give a single shit about their life total though, so you can probably bait them into self-nuking.
Definitely a weak slot as of now. The main contender for that slot is probably Jeska's Will, but that doesn't "combo" with Underworld Breach. The other contender for the slot is Opposition Agent which Im not currently playing as this is a little antithetical to the Go Fast mentality, being somewhat of a stax piece.
1 week ago
, denying other players a basic resource needed to play this game is extremely un-fun and unpopular, so that is why WotC rarely prints such cards, any more, and I believe that some recent attempts to improve white, most notably Boreas Charger and Keeper of the Accord, are ideal ways to improve white while maintaining that color's identity.
For that reason, I have no problem with Underworld Dreams, which punishes players for seeking to gain card advantage, but I have great problems with Hullbreacher and Opposition Agent, which completely prevent a player from gaining card advantage, and I really wish that WotC had not printed those cards.
1 week ago
1 week ago
2 weeks ago
If I control an Opposition Agent, and exile an opponent's creature with Path to Exile, can that player refuse to allow me to search their deck? In general, my question is about the interaction between Opposition Agent and spells with "may search" in the rules text.
2 weeks ago
Creature - Elemental Wizard
Flash, Split Second
Each opponent can't cast spells with converted mana cost greater than the number of lands that player controls.
Whenever an opponent casts a spell, if no mana was spent to cast it, ~ deals 3 damage to that player.
Whenever an opponent casts a spell during your turn, you may exile the top card of your library.
You may play nonland cards exiled with ~.
Maybe it's busted, or there's too much text. Idk.
Create the white representative for the potential Hullbreacher and Opposition Agent cycle. This is the red one, and the one above mine could be the green one. Criteria: mana cost of and then one mana of the card's color, 3/2 body, flash, and it has to be a hatebear-esque card.
3 weeks ago
EDHable rogue creatures, depending on what your deck does (some like Nephalia Smuggler need other creatures built around it:
not sorted by $$$ price
Ghostly Pilferer Gonti, Lord of Luxury Glasspool Mimic Flip Guildpact Informant Master Thief Moonlit Scavengers Neurok Commando Nephalia Smuggler Nezumi Graverobber Nighthawk Scavenger Opposition Agent Brazen Borrower Rankle, Master of Pranks Sakashima the Impostor Sygg, River Cutthroat Thada Adel, Acquisitor Thieves' Guild Enforcer Notion Thief Thieving Skydiver Tinybones, Trinket Thief Undercity Informer Zareth San, the Trickster Ogre Slumlord
And here's some alternate commander ideas or maybe some might compliment nice in your rogue deck Circu, Dimir Lobotomist Oona, Queen of the Fae Skeleton Ship Szadek, Lord of Secrets The Scarab God Wrexial, the Risen Deep