Creature — Imp
Whenever this deals combat damage to a creature, destroy that creature.
Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
|Want (2)||PatrickA , Gorenzel|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Stinkweed Imp Discussion
1 week ago
I like the new direction a lot! Feels a lot more competitive! Here are some thoughts on ways to improve:
If you ditch the Languish, then everything you cast costs 2 or less mana. That would let you go down to 20 lands, which I think will be important as your deck probably wants a very high density of spells.
Removing the above lands and spells will leave you with 5 free slots, which I think you should use to get some more creatures. I would personally be doing some 3-2 mix of Golgari Thug and Stinkweed Imp - both of these can quickly get Phage into the grave (just be aware that if Golgari Thug on the battlefield, you HAVE to put a creature card on top of your deck - this can sometimes be awkward, but is usually fine).
Mask of Memory is interesting, but not great as it requires you using you Dermotaxi on Stitcher's Supplier and then somehow getting through with damage on it. I would suggest running Smuggler's Copter instead of Mask of Memory, it gives you the same effect without requiring the equip cost, and has a much better time staying alive & dealing damage (while letting you discard towards your combo).
I don't think you need Negate, as you already have hand-disruption and killspells, you should be able to ensure your opponent can't be too annoying. I'd move Negate to your sideboard, and run Otherworldly Gaze instead, which can do a lot for setting you up for victory.
With the above suggestions you have awesome odds of getting Phage into the grave, and pretty decent odds of getting Dermotaxi into hand - but to increase those Dermotaxi odds slightly i'd suggest replacing 2 of your 20 lands with Buried Ruin. This will let you grab a taxi from the grave in a pinch, if the game has gone late and you really need one.
I think overall your sideboard should focus on counterspells and ways to avoid opponent hate. Between games you always want to leaving all your combo-finding pieces in, so the cards you'll be swapping in-and-out are the hand-disruption and killspells. In that vein you don't need additional killspells in the side. Dispel is a great sideboard card, as it will deal with most threats. Welding Jar could also be good for protecting the taxi. Annul is probably also a great sideboard card for dealing with any weird stuff your opponent might be up to.
2 months ago
Tortured Existence is a sick card, but we don't have any dredgers in here (anymore), so we can't guarantee a creature draw every turn, which is where TE really shines. I initially used 2x Stinkweed Imp but changed them out for Fleshbag Marauder as the imp often was killed before it could deliver the deathtouch.
Also if you start playing with TE, you gotta use Commune with the Gods
4 months ago
To be honest with you, the competitive meter here means almost nothing, I honestly dont know how it is calculated. haha. The strongest meren lists i have seen are Hermit Druid combo lists. how that combo works is like this (synopsis by SynergyBuild years ago, but still relevant because he is a badass) "Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you. Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!"
As a bonus, Ballista combos with Mikaeus as well, so you have some synergies between the two. Things like Entomb and Buried Alive will net you Hermit early so you can access him in a hurry. Some fast mana in the form of creatures and rituals, some nice interaction like you already have, and bringing the average manavalue of your deck down will help as well. You are already runnning Stitcher's Supplier which is my favorite bit of tech. Ramunap Excavator is another solid bit of tech I really like to combine with Azusa, Lost but Seeking to get all kinds of value. Blood Pet, Stinkweed Imp, and Golgari Thug are all good bits of tech for Meren. The Gitrog Monster is also surprisingly good for us. The card draw he can get us with a little bit of ssetup is nothing to be scoffed at. To be honest, the main issue i am having currently is finding solid self-mill options.
4 months ago
your build-around creatures of Deathbonnet Sprout Flip and Heirloom Mirror Flip are both incredibly slow cards to get running, so I think you want to be aiming this deck to be something more midrange-orientated than aggro (as a lot of decks will outspeed this interaction). Luckily you're in the right colour-pair for a very interactive and midrange style deck (more on suggestions around this below).
Both Jadelight Ranger and Merfolk Branchwalker seem like really bad options here, as they don't particularly help enable anything you're doing. Some better options could be as so: Eternal Scourge feels strong here in that your build-around creatures can exile it, but then it can still be cast, and the process can be repeated, helping you in long grindy matchups. Creatures like Demon's Disciple, Fleshbag Marauder, Abyssal Gatekeeper and Plaguecrafter all seem useful too, for both providing needed interaction to slow down the opponent, while also filling your graveyard with their juicy corpses ready for consumption.
I would really, strongly, suggest against you trying to run Orcus, Prince of Undeath in this deck. Him being red is going to push you into three colours, and trying to build a 3-colour deck on a budget while still having it function isn't easy. Secondly, it just demands an insane quantity of mana. For 5 mana he'll get you back a single 1cmc creature... that's pretty lame - without dedicated ramp he's just not going to perform well. I think you have a better chance of making something viable by keeping your plan simple, and that means ditching this guy.
I think Call of the Death-Dweller is a decent card to include in the deck, but don't bother with Gruesome Menagerie. It's a LOT of mana and is probably going to cause more deck building restrictions than actually help you out.
Just brainstorming here, but something like the below feels viable to me. Your meta and/or tastes may vary (the list I've built here is with Modern-legality in mind, just because that's the format I know best. Also tried to stay with budget cards) It centralizes around the Sprout and Mirror, but also abuses creature sacrifice with Glissa to accelerate your gameplan, and get Mirrors back if needed:
4 months ago
now that black has Biblioplex Assistant you can infinite loop Songs of the Damned as long as you have Spark Reaper , Stinkweed Imp and Tortured Existence which is really sick we used to need red or blue. its a lot of cards but if you get imp and tortured you should just be able to combo off.
5 months ago
If you're planning to win the game through self-mill, then it feels like your options to do so are fairly non-optimal. Stuff like Glimpse the Unthinkable, Stinkweed Imp, Gloom Surgeon, Hedron Crab, Altar of Dementia and Life from the Loam all seem to be good options for accelerating you towards emptying your deck.
Carrying on from the previous point, your options to win by actually milling yourself seem really limited, just being Jace, Wielder of Mysteries. I would have expected to see some Thassa's Oracle and/or Laboratory Maniac as backup.
Modern is a really fast format, and seeing cards costing 4cmc or above is quite rare without running a bunch of dedicated ramp. As an example, a midrange deck like Jund runs just a playset of Bloodbraid Elf, and nothing else above 3cmc. I think you're going to really struggle to cast most of your cards with the crazy-high casting costs they currently have - and I think you should consider dropping all-but 4ish cards at the slots of 4cmc and above.
6 months ago
After further testing and time to parse through the upcoming Forgotten Realms regular and commander cards, I think you're right about the "discard hand, draw 3" model. While it sometimes works, it takes far too much commitment and loss of control to rely heavily on. I will keep Ox of Agonas as I still think its Escape mode is pretty great, but Anje's Ravager and any others are out. I'm also putting Stinkweed Imp back into the deck because being able to process 5 cards without spending mana, just a draw, is powerful.
I think for now, I should tighten my sources of card advantage. Though it adds a bit more consistency to have more smaller looting cards like Thrill of Possibility or the aforementioned Anje's Ravager , I could just be using those slots for more powerful cards that actually impact the board or are otherwise useful while consolidating the draw power to the heavy hitters like Magus of the Wheel , Vilis, Broker of Blood , or Disciple of Bolas for example. Specific tools and answers will be handled by the tutors I was adding anyway and the general system will be greased with odd cards like Squee, Goblin Nabob and Phyrexian Reclamation .
Everything else needs to be playtested rather than theorized about, but I think it's safe to say this is a core part of the deck that I should reconsider and upgrade. I'd also like to put forward the new Warlock Class as a possible replacement or partner to Archfiend of Despair and the possibility of Heartless Hidetsugu .
I'm also interested in the new Hurl Through Hell , Fevered Suspicion , and Orcus, Prince of Undeath . The former two I'm more optimistic about, and am willing to sacrifice a little reliability for their potential and because they look like a lot of fun, but I suspect Orcus will be one of those cards that look a lot better on paper than in practice.
6 months ago
I like your idea of Hellkite Tyrant so I've made a swap for him, getting rid of Vandalblast while simultaniously moving Ingot Chewer out for Shenanigans . I'll have an opportunity soon enough to test those things out, so I may as well make the change for now. Thanks for that suggestion! :)
I personally am not a fan of the forced discard of your entire hand that Ox of Agonas has. At least, not for just three cards. Wheel of Misfortune is a good enough Wheel of Fortune impersonation that I would still prioritize it over the 'discard hand draw 3 creatures'. Draw 7 is so much more powerful for a deck reliant on burst damage such as this one. And in a roundabout sense, self-milling using Dredge cards is much the same result, so perhaps one of the options between Ox, Ravager, or Reveler is a good subtitiute to replace Stinkweed Imp if you like those effects more.
And as for nuPurphoros, I am not a fan of him here. In a mono-Red deck sure, but there's just too many Black creatures here for him to be consistent with his effect, which is the major thing differentiating him over other Haste enablers. He's very borderline worth the 5 mana as a Haste-granter, and certainly not worth it as an 8 mana Sneak Attack that only works with half your creatures. If you're having trouble with keeping Chainer on board as your primary Haste effect, always keep in mind that you don't have to send him to the Command Zone everytime he's done in. Conserve some of your redundant recursion ( Reanimate , Dread Return ) for him. Or just jam Lightning Greaves and/or Ogre Battledriver somewhere in the deck!