Sewer Rats

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sewer Rats

Creature — Rat

{{B}}, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Activate this ability no more than three times each turn.

DreadKhan on What do you want more …

7 months ago

I feel like two of my bugbears have been poked already, I want less 5c Legendary creatures (A LOT less), and I personally feel that changing the colour identity rule to allow Hybrid mana in more decks is an unnecessary and undesirable loosening of the very restrictions that help differentiate EDH from the other formats. Hybrid SHOULD work differently here because we use colour identity, a thing that doesn't exist in other formats because the only cards that care about it care about it in the context of Commander. I'd also argue it adds unnecessary complexity to an already streamlined system (if it has that pip it's not allowed), atm we only have a smattering of exceptions, mostly because they follow the letter of the rule and don't include coloured pips (City of Brass or anything with Extort come to mind). IMHO they could make it even more streamlined and restrict Extort to Orzhov decks and 5c mana production to 5c decks, but that's a deeply unpopular position I expect! I don't know how I feel about allowing stuff like Westvale Abbey  Flip, caring about the back of a card is confusing when there are no pips, but these backsides have colours, hence their restriction.

I suppose the thing I'd like to see more of is memberberries that don't taste like Malabar Spinach berries (which eat like if a berry was secretly a bug that tasted like spinach), I feel like there is a lot of lore that was used early on and just abandoned, usually because the developers used a setting in a very low power set, like Homelands and Fallen Empires (and The Dark). I'd love to see them go back to Kamigawa and revisit the past, the high tech thing was less my jam, and IMHO it was a mistake, the OG setting had better flavor for a Magic set, it'd be nice if Magic would stop trying to reinvent the wheel and instead go back to resting on their laurels; for 25 years or so they made the best competitive card game, and they succeeded in large part because they didn't fall for the power creep obsession that other games did, and this allowed EDH to become viable. So yeah, more references to old sets, and less attempts to appeal to the lowest common denominator.

The other thing I miss is cards that are hard to play; I miss effects that you could play wrong, everything in design is too dumbed down and idiot-proofed, either to make sure it can't combo off (or that it can't even be Johnny'd) or that it can never be used wrong or be made to backfire. It's like WotC heard people like me complain about a lack of higher level complexity in card design and instead of giving us complex riddles like Sewer Rats they give us Ragavan, Nimble Pilferer... You can't 'get got' with Ragavan, the only time it's bad is when it's literally too small, and even then you can technically hold him in hand and give him Haste if the opponent is more likely to leave an opening if you don't look like you can crack back, on top of which Ragavan both ramps you AND fixes your mana, and can both mill an opponent for 1 and give you access to a relevant card now and then. That's not a complex card, it's an unwieldly one that masquerades as complex yet is in fact as dumb a beat stick as the Goblin Guide it obsoleted. Give me cards that involve risk management and reward good judgement, I want cards that reward player skill, not cards that reward fat wallets.

Squee_Spirit_Guide on Rat Club (No Colonies Allowed)

4 years ago

I love this! I have the same feeling when I update decks with new cards. Sure it's better, but it doesn't feel as fun. My favourite decks are piles of jank from the 90s, but I sure enjoy playing every card!

There's a few rats in here that bring back memories for me. Pestilence Rats was in one of the first packs I ever opened, and I opened a miscut Sewer Rats that I still have in a binder :)

kamelyan on Master Splinter's Discount Dojo

8 years ago

Door of Destinies, Skullclamp, Soul Foundry, In Garruk's Wake, Victimize, Graf Rats + Midnight Scavengers, Sewer Rats, and Sinuous Vermin make decent budget cards... but I'm just partial to these suggestions because their in my tribal deck:


Yersinia pestis

Commander / EDH kamelyan

SCORE: 3 | 146 VIEWS | IN 2 FOLDERS


Pheardemons on Rat Cemetery (Rat Tribal)

10 years ago

I would suggest putting the Swarmyard to 4 and adding in Urborg, Tomb of Yawgmoth to make them swamps so everything in your deck still works properly. Unless you don't have enough rats on the board most of the time for them to matter. Also have you considered Swarm of Rats, Nezumi Shortfang, Nighteyes the Desecrator, or Sewer Rats? Nezumi Shortfang seems to be a better fit than Rotting Rats (don't know much about tribal rats but it seems to have a better end game). Also have you considered Ogre Slumlord? I know it's not a rat but it seem to definitely enhance the rats themselves. Also in legacy you have Dark Ritual to speed up the deck. For Draw power have you thought about Dark Confidant? The highest CMC in your deck is 5 which is only one card and the rest is 3 or less. You wouldn't be losing nearly as much life that wouldn't make up for the card draw.