Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
|Have (4)||gildan_bladeborn , abby315 , orzhov_is_relatively_okay819 ,|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Street Wraith Discussion
3 weeks ago
Drown in the Loch is a very powerful card that you're missing out on here. I'd make it at least a 3 of, and probably cut the Prismari Commands for it.
With only 2 kroxa and 4 shadows, I'd probably cut the third Dress Down. It also makes your murktides enter as 3/3s if you cast them the turn you play dress down or if you dropped dress down last end step (which can lead to some awkward turns when you want to swing with 13/13 shadows but also want to play your murktide).
Lastly without lurrus you can probably play some Street Wraith to increase consistency and give you more fodder to exile with Kroxa and Murktide.
1 month ago
I would definitely use Lim-Dul's Vault. It’s great card filtering that also works well with filtering for Tasigur’s ability in a pinch.
I think this deck could work well and even win at cEDH tables. It might not be the highest win rate, but you’ve got a chance. It’ll improve as you upgrade the deck. cEDH is not as blisteringly fast and impossibly out of reach as people think. Lots of times, it’s not too fast for a budget deck to handle.
Another budget wincon is Mnemonic Betrayal. It gets better the better your opponent’s decks are, too. It gets used in UB quite often.
1 month ago
@Lanzo493 - Do you think Doomsday and Necropotence slot in here? Additional cards I pulled out of my collection with potential include: Pain Seer, Disciple of Deceit, Sphere of the Suns, Reason / Believe, Street Wraith, Raise Dead, Plunge into Darkness, Phantasmal Image, Siren Stormtamer, Commune with Nature, and Reclaim.
1 month ago
Nice one, will add the Street Wraith to "maybe" and think what to sub for!
1 month ago
That makes a lot more sense. Copy.
I guess I'm not totally following what you mean about Manamorphose hindering your plan, though. It's always a net neutral on mana/cards, and has upside if you're using Weird to cast it, right? It can also help filter, which is useful with a low land count and 3 colors. I think with how the math works out, it's much more likely to be beneficial in more games than it is detrimental to t2 wins; with a playset of Weird and Mantle, how many games are you going to have both on t2? And of those, how many times with Weird survive? I suppose there's a question of how consistently you'll get to 2 lands, though, but even then, t3 and beyond it functions as intended. Even so, I feel like it's worth the include.
In a similar manner, I think Street Wraith is a reasonable consideration for an all-in combo deck, as well. "Free" thinning, makes more hands keepable with the low land count, etc.
2 months ago
Thank you for the card suggestion. My card "awareness?" you'd call it is actually still developing, so this is a big help! I only started playing 4 months ago. Actually might manage to hit the delirium of Traverse the Ulvenwald rather consistenly.
I think I should explain what I've found through testing, and the choices for the two cards I've mentioned plus the added Street Wraiths, while I'm at it:
o At first the answer for me was the same, I need to put and keep Fynn on the board to really do much of anything. Fynn, the Fangbearer shares the spot for main-hitter with Phyrexian Crusader though. It's not that you have a 4 in 54 chance to hit the card you need, but it's 8 in 54. The deck is very much midrange with a fast start. The best one is Narnam/Foulmire into Fynn, the Fangbearer to hit a match off obviously. I added the 2 Wraiths just through playtesting, to drive the percentadge of hitting that start high enough, while also keeping the cards I felt necessairy.
o The removal is a get-you-there tool, except for Bone Shards . I actually thought about 2 Assassin's Trophy and 3 of Bone Shards . Discarding Crusader is important, because you want to pay a single for him. Which is why I choose Grisly Salvage . Because of it, I actually run this with 4 Street Wraith and 2 Mishra's Bauble a lot of the times. This card alone is the reason for 4 Crusaders, and for Bone Shards. I had about 1 in 40 matches where it hit truly badly, eliminating too many 1-drops, or more than half of Mishra's Bauble . Having 4 Wraiths solved this issue, at the cost of life total. In that scenario, even if you don't hit Fynn, you have dug six cards deep into your deck and smoothed out your draw in that situation. It fills the graveyard, fixes mana, I couldn't find any card working better for this deck. It's also the reason for precisely 1 Call of the Death-Dweller . If Traverse the Ulvenwald imrpoves this deck significantly, it would probably replace some Grisly, and therefore change the entire deck.
o Two of the fight spells are for mana fixing, just through playtesting I noticed that this deck struggled having sometimes one too many, one less mana than it needed. Khalni Ambush Flip fixed that immensely. The only real fight spell I choose conciously was Primal Might , and that is because it doesn't only clear a threat, but it can also buff Crusader. I've won games specifically because of Might, buffing the crusader to a 4/4 was enough there.
I hope this helped!