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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic Brawl | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Ragavan, Nimble Pilferer
Legendary Creature — Monkey Pirate
Whenever Ragavan, Nimble Pilferer deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, this gains haste, and is returned from the battlefield to its owner's hand at the beginning of the next end step.)
Jund_Machinist on Breya, Doomsday Dominatrix
1 day ago
The main lines for the deck seem to be to either keep the Doomsday tech in or go with Underworld Breach and a package that supports it. Cards I'm looking at include:
Brain Freeze to combo with Underworld Breach and Lion's Eye Diamond, plus Wheel of Fortune etc.
Sevinne's Reclamation since it allows Intuition to directly tutor the previous combo in regardless of choice with Sevinne's, Underworld Breach and Lion's Eye Diamond.
Final Fortune seems really powerful.
Opposition Agent and Dauthi Voidwalker stronk.
Draw dorks: Ledger Shredder, Faerie Mastermind, Esper Sentinel, also Lotho, Corrupt Shirriff.
For more protection, Ranger-Captain of Eos and Orcish Bowmasters
Ragavan, Nimble Pilferer seems meh unless in your opener.
Smothering Tithe cool, but 4 mana.
An Offer You Can't Refuse, Strix Serenade, Minor Misstep, Mindbreak Trap, Dress Down
capwner on No Pain no Gain
4 weeks ago
This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1
sylvannos on MH3 Elves
1 month ago
@Icbrgr: Summoner's Pact because you can often win the turn you would want to cast it. I'd also back it up with 3~4 Lead the Stampede. I've found Collected Company and other stuff that dumps elves into play just not worth it when you're only getting 1 and 2 CMC dorks.
I've played elves in Modern before:
U/G C-c-c-combo Elves!
Modern
SCORE: 15 | 8 COMMENTS | 4263 VIEWS | IN 4 FOLDERS
My conclusion wasn't speed or consistency, but just how badly you lose to any deck with red in it. Lightning Bolt on Elvish Archdruid on turn two ends the game. Ragavan, Nimble Pilferer flipping a mana dork for them to cast ends the game. Wrenn and Six sniping a creature each turn ends the game. And God have mercy on you if your opponent casts a Pyroclasm or Anger of the Gods or Kozilek's Return.
The good news is Fury was banned. The bad news is not much else has changed. Priest of Titania is still going to die to burn spells and there's nothing to be done about it.
tl;dr--only play elves if your meta has no red decks.
BotaNickill on Oh Rotty
3 months ago
Yeah, it's a lot of the same ol shit, defending against Ragavan, Nimble Pilferer, Dragon's Rage Channeler, Orcish Bowmasters, Deathrite Shaman, The One Ring, Necropotence, Omniscience, ya know. When I go up against something else, I'm usually pleasantly surprised. I mostly play aggro builds and BO1 matches, I like the games to be quick and fun as I don't have a whole lot of free time, and def not enuf for a BO3 control match. I could get into some Brawl again tho. I do have a bunch of EDH decks built on paper, and a couple brawl decks on Arena that I haven't touched in quite a while, but I do enjoy the format. I sent you a friend request on Arena, Same username as on here.
moo1234 on Card creation challenge
4 months ago
Quincy Promes
Legendary Creature - Human
Haste, Trample, ward
When ~ deals combat damage to an opponent create a treasure token.
whenever a creature blocks ~, ~ deals 3 damage to any target
2/1
"Quincey ran, and ran and he never stopped. And anyone who tried to stop him, even family, Quincey saw them dealt with"
The second ability is very good because if you try and block Quincey with anything with toughness less than 3 then quincey can dispatch it and still deal comat damage due to the trample.Overall in Modern or something it would be a pain to play against but no worse than Ragavan, Nimble Pilferer.
So either you never block quincey or you have to use a creature with at least 4 toughness and probably still use the creature.
Next Challenge: make a red rush commander
wallisface on Oops, all mountains!
4 months ago
Two thoughts:
-
I’m not sure what Ragavan, Nimble Pilferer is doing here - it doesn't really fit with what the rest of the deck is trying to do, and it’s not standard legal anyway. I’d swap it for Mountain personally.
-
Standard decks only need to be 60 cards big. I’d suggest dropping 40 cards to get down to that number, as it’ll increase the reliability of what you’re doing and give you better odds of drawing the cards that matter.
Other than that, this is looking super competitive!
wallisface on Why Do Some Players Keep …
5 months ago
jethstriker i‘m not convinced that legendaries were ever deliberately made to be more powerful because of their inherent drawback - this feels like something that players would intuitively expect to be the case (because it would make sense), but looking through magics history of the strongest cards in formats, we don’t see that to be true - moderns past is littered with staples like Snapcaster Mage, Tarmogoyf, Death's Shadow, Siege Rhino, Arcbound Ravager, Goblin Guide, Bloodbraid Elf, Stinkweed Imp, Fury, Solitude, and Orcish Bowmasters. Yes there’s stuff like Ragavan, Nimble Pilferer and Uro, Titan of Nature's Wrath, but I don’t think there’s enough density/evidence to conclude legendaries are inherently built stronger.
I would also be sceptical of this being the case because it would be weird for Rosewater to be wanting to remove the Legend rule if it served a mechanical purpose
This might be a question for Blogatog?
jethstriker on Why Do Some Players Keep …
5 months ago
"As far as the rule existing, I see no mechanical reason for it to exist."
The mechanical purpose of legend is to create a drawback so that card designers can create more powerful cards than ordinary. Can you imagine facing against multiple Ragavan, Nimble Pilferers or Mox Opals at a single given time in a non-singleton format.
However, most of the reason the drawback from being legendary is reduced, I believe, is because of:
-the rise of EDH as the main format. The legend rule doesn't matter in a singleton format.
-the power creep of design as time goes by. Non-legendaries most of the time now rivals the power level of legends, again making the supposed drawback pointless.
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