Stitcher's Supplier

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Stitcher's Supplier

Creature — Zombie

When Stitcher's Supplier enters the battlefield or dies, put the top three cards of your library into your graveyard.

RebelGenius on Compost Pile (Help Wanted)

1 week ago

Oh this deck is right up my alley.

I think Stitcher's Supplier is a must in any graveyard deck, and if you have something to sac it like Bone Shards or Village Rites it can fill the yard extremely quickly.

I like Bone Shards more than Drown in Filth because it acts as another way to discard Stinkweed Imp and is a plain destroy that isn't reliant on other things.

Also, I really like Takenuma, Abandoned Mire in decks like these (gotta add it to mine) and Boseiju, Who Endures is always good.

wallisface on Eldritch Evolution Zombie Deck

2 months ago

Two cards that could work well in the existing shell could be:

  • Champion of the Perished. You have a few ways already to keep putting Zombies into play - this card helps you profit from that by becoming a big chonky attaker.

  • Skaab Ruinator could be strong here, though you'd need to add blue to the deck, and likely also play Stitcher's Supplier to ensure your grave had enough creatures - but a 3cmc 5/6 flyer that can keep coming back is a threat not a lot of decks can cope with.

Other than that, more interaction is always good (Abrupt Decay, Assassin's Trophy, Fatal Push). As far as the cards I think are the "weak spots" to consider removing, it'd be the Planeswalkers and Amulet of Vigor, followed by Ebondeath, Dracolich.

It also feels a bit to me like your namesake card, Eldritch Evolution, doesn't actually do a lot for you here. Specifically, that card normally shines in combo decks, but less so for grindy brews like this. It feels like Collected Company would serve you better justice in assembling the go-wide zombie-hoard. (Keep in mind though, that Collected Company requires you run at least 28ish creatures to see reliable profits)

guywitharock on Team Kathril

3 months ago

Red05 - I would say it needs "more" self-mill not in the sense that more cards should self-mill, but the cards you include should each mill for more. Bang for card buck mill-wise.

It feels like the aim of this deck is to get the graveyard as full of some juicy keywords as quickly as possible, then let the beatdown commence with whatever creatures are on board after a Kathril play. The self-mill you have is somewhat limited or can't be played until later turns when you could already be falling behind. Dakmor Salvage is only good when you can consistently send it back to grave, Splinterfright just dies if you have no creatures in grave already, Stitcher's Supplier only mills 3 until your opponent decides to kill it, Deadbridge Chant and See the Unwritten require 6 mana which can take time, etc...

Pair that with the fact that there's only ~17 decent keyword providers at your disposal, the odds of ripping the several that you'll want to start with is low without more consistent mill. Some back-of-the-napkin math shows that even if you mill yourself for 6 cards there's still a ~1/3 chance that NONE of those creatures even get milled, let alone only milling some of the more tame keywords like flying or hexproof which by themselves probably won't win you any games.

Therefore, it feels like having some low-cost, high-yield self-mill options would be extremely valuable - the kind of thing where when you pull it in your opening hand or turn 2 you know you can get the ball rolling. You already have Nyx Weaver, Skull Prophet, World Shaper, and Death's Oasis which fits that bill, and having a couple more cards like those would add a lot more consistency. Mesmeric Orb (though a bit expensive) is reliable and even works on your opponents. As I mentioned before, dredge cards would be an especially nice conclusion since it means self-mill can lead you to more self mill when you don't need card draw. My personal favorite is probably Shambling Shell since it can sac itself turn after turn if you have just 3 mana and are desperate for grave fuel.

After messing around with a version of my own and trying some stuff out, easy discard outlets could also be a good inclusion in case you rip your meaty keyword cards into your hand and can't play them. Your Greenseeker fits nicely there, and Lotleth Troll can do the same but turning himself into more of a threat in the process.

BlueSnakeMagic on Creature Collab

4 months ago

As finnicy as it can be to spread too wide, I decided to do some small edits as such.

  • Rotting Regisaur is scary as a turn 3 7/6 but... Well, he's harder for me to control, may just get dropped, and is bulky as by then I wanna be trying to take things out of my grave

  • Dropped one of the Nether Traitor's and Gravecrawler's as they both do essentially the same thing, and Nether Traitor is harder to get off in a bad field.

  • Added a playset of Merfolk Secretkeeper since alongside Stitcher's Supplier I'm much closer to guaranteeing some self mill. I also dropped Hedron Crab as though I like it (I'll test when I can to see what it does to me) I feel like the alternates I have in here work just fine, whilst also giving an easier Vengevine triggers if I need creature drops, not milling, on a turn.

  • Carrion Feeder joins the ranks, as with Gravecrawler and Nether Traitor at the very least, it lets me make something I can just pump mana into.

  • Finally, Narcomoeba. A potential free creature, maybe a Lotleth Troll discard, and if it does die? Bait for Skaab Ruinator to bite.

wallisface on Creature Collab

4 months ago

If you're interested in cards I ended up using at somestage during my Crabvine-period, here's everything I ran at one time or another, and my thoughts on playing with the card:

  • Gravecrawler: A must-have in the deck, though I found 3x was a better number to run than the full playset, as oftentimes you really only want this card to help you trigger Vengevine, and it normally doesn't do a lot else.
  • Hedron Crab: Another must-have in the deck, provided you have the landbase to support it. Without fetchlands, I don't think this would be able to get through enough card-density to be quick enough (we want a turn 2-3 vengevine swing)
  • Merfolk Secretkeeper: This felt both good and bad. Being able to mill with it immediately, and then save it for a Vengevine trigger later in the game felt pretty decent. Its also a decent blocker.
  • Stitcher's Supplier: I think I always included a playset of this in the deck, though it was always easily the worst card in the deck. Without an easy sacrifice outlet, this is just a really weak mill effect that then sits around doing nothing. It needs to die to get full value.
  • Lotleth Troll: I alternated between playing this card and not. Its one of my "pet cards" (alongside Skaab Ruinator) so I probably favored it too highly just from bias. But being able to pitch away all the cards that weren't meant to be cast did feel great, and I have had lots of games where this has steamrolled me out a win on its own... I'm just not sure its the best choice for an optimal build.
  • Satyr Wayfinder: A weird choice, but one that's done well. It can usually guarantee you'll hit your 3rd land drop, and gels pretty well with Hedron Crab, as well as giving your good odds at a turn-3 Skaab Ruinator.
  • Prized Amalgam & Vengevine: My understanding that a playset of both of these go into every Crabvine deck there is, so I don't think I need to discuss much here. They're the whole point of the deck.
  • Bloodghast: I only added these to my deck really late into playing Crabvine, but they do put up some amazing results. They combo very well with a high-fetchland deck, running alongside Altar of Dementia, to keep swinging then killing themselves to fuel the engine further. Also, probably the most aggressive way to get Prized Amalgam out of the grave if Vengevine hasn't been found yet.
  • Narcomoeba: I played these a little, and see a LOT of decks online playing them, but to be honest I don't see the hype. Very fragile, and can't come back when killed, i'm really not sold. But, again, having seen soo many decks online play them, they're probably worth considering.
  • Skaab Ruinator: My second "Pet Card", I don't think you want to run more than 1-2 in the deck, but they definitely get good results. There are a few decks where if you resolve this, it's a free-win.
  • Glimpse the Unthinkable: I started playing this late into my time with Crabvine, swapping it in, in place of the Stinkweed Imp/Golgari Thug package. There are games where you resolve this turn 2 and see all the perfect stuff hit your grave, and it becomes the most-free win you could ever hope for. But other times, you just mill yourself ten lands and non-recurable creatures, and wonder what you did to piss off the card-gods. I felt like when this card worked, it was amazing. But it also felt like there were too many times when it didn't work, and left me dead-in-the-water.
  • Golgari Thug & Stinkweed Imp: Probably my favorite way to ensure the self-mill engine keeps pumping, I ran a playset of Imp, and 2-3 Thug for the majority of my time playing Crabvine - making my build sudo-dredge. Being able to reliably keep milling felt great - and it's a good reason to justify running Lotleth Troll.
  • Creeping Chill: I'm torn on whether this card is useful or not. On one hand, being able to basically start the game at 32 life, while your opponent starts on 8, is a pretty good feeling. On the other, this doesn't help massively to help the boardstate, and there are a lot of games where its just not relevant (you can often swing for enough quite early that the extra bit of lifedrain didn't matter).
  • Silversmote Ghoul: The only reason to run this would be alongside Creeping Chill. It does feel decent, but also can be clunky with the timings of when each respective card ends up in your grave (seeing a bunch of early-Chills can be scary, as it means these guys might not be able to see play). Personally I think Bloodghast is the better choice for the 3rd "creature to recur from the grave"
  • Altar of Dementia: This actually works really well, though I wouldn't run more than 1-2 in the deck. There are a bunch of cards that just want to be in the graveyard and/or get themselves killed. Most notably Stitcher's Supplier. but also Bloodghast, Gravecrawler, and even Vengevine (assuming you can bring them back). This easily turns your attacks into very-wide landslide victories. 10/10 would recommend.
  • Carrion Feeder: I think I only ran 1-2 of these, and honestly, I think its hard to justify over Altar of Dementia or Lotleth Troll. I think it does definitely have a use-case (it seems great with Gravecrawler), but it feels a little niche to me.
  • Wonder: I only ever played one of these, in my sideboard. But it did seem very useful in some matches, particularly when it was hard to swing through the opponents creatures.

RDWDTR on Attrition Jund (Baby Jund) 4-0 at FNM

4 months ago

I'm not sure what your budget is or what exact suggestions you're looking for but here's my feedback. I'm going to write these suggestions assuming you already have an idea of what the "optimal" Jund list looks like. There won't be any of those cards on this list because I assume you already know about them but are unable/unwilling to afford them. Overall I like your budget take on Jund but there's a lot of room to upgrade this, even on a budget.

Cards to look into:

Criticism:

  • Olivia Voldaren and Reaper of the Wilds aren't all that impressive to me, same with Dreg Mangler. These cards feel like filler for this deck. I don't really like Huntmaster of the Fells  Flip either but it's better than the other three cards.

  • Kitchen Finks seems more like a SB card to me against burn or aggro matchups, though it's not the worst thing ever MB

  • Bile Blight is ok but I think Maelstrom Pulse might be better. I would only run 2.

  • Birds of Paradise doesn't really belong in a deck like this. It's not the worst choice but I'd rather be using a discard spell or holding up mana for a Bolt or something T1 than play a Bird.

  • I'm sure you know this, but that mana base is really sub-optimal. You might see the biggest difference in upgrading that first.

Sideboard:

  • 4x Dismember? What for? You already have tons of spot removal in the MB.

  • Drown in Sorrow is meh to me; I'm not so sure you need board wipe in your SB with all the spot removal and creatures you're running. I personally think you have better options for board wipe anyway: Bontu's Last Reckoning, Anger of the Gods and Kozilek's Return seem stronger to me. Damnation would be the best boardwipe but it is pricey. I would only run 1-2 of any of these.

  • Putrefy doesn't seem as good to me as something like Naturalize, even if it means getting got by Welding Jar.

  • Duress isn't the best SB slot. You could probably put this in the MB or just go for Inquisition as noted earlier.

  • Rakdos Charm is ok, you run 4 Scoozes in the MB so you're already decent against graveyard decks.

Ouroboros_47 on Budget Mirrodin Besieged

4 months ago

Mishra's Bauble and Metallic Rebuke would both be good I think. Thought Monitor, Thoughtcast, Inventors' Fair, and Stitcher's Supplier might be worth trying.

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