Sure-Footed Infiltrator

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Sure-Footed Infiltrator

Creature — Merfolk Rogue

Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.

Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.

DemonicDuck on Brudiclad, Copyright Infringer *C*

1 year ago

I say cut Sure-Footed Infiltrator, Terror of Mount Velus, and Myr Battlesphere, you can definitely put in better and cheaper CMC cards then these.

You may have too many thopters for Thopter Assembly to be useful unless you have brudiclad out.

You probably don't have enough artifact copying for Powerstone Shard to work. Saheeli, Sublime Artificer, Mirrorworks, Prototype Portal, and even Cogwork Assembler can fill this gap.

Replace Tamiyo's Journal with Goblin Assault unless you use the search ability.

Feldon of the Third Path and Faerie Artisans may help.

legendofa on Single trigger on multiple creatures

3 years ago

One cost pays for one effect. In your example, tapping, say, one Soaring Thought-Thief to activate this ability would make exactly one Sure-Footed Infiltrator unblockable. You need to tap other Rogues to make other unblockable (barring the use of other cards, like Lithoform Engine ).

Jetblackrogue on Single trigger on multiple creatures

3 years ago

I have a question about how a single trigger would affect multiple creatures with that trigger. Would I need to meet the trigger event for each creature individually? It came up with Sure-Footed Infiltrator . If I have 2+ on the battlefield and tap a single rogue does only one of the infiltrators become unblockable? All of them?

Collateral on

3 years ago

I also have the deck and am thinking about upgrading it. Your curve is a bit off. You want more 3 CMC cards, and cut down on higher CMC costs since you're not in green and ramping is not too easy to achieve. Though you have a decent amount of ramp with the artifacts.

Some things I would consider changing:

I think that's all I can think of, hope it helps :)

mrdehring on Insane in the Brain Drain

3 years ago

Love the list. A few things to consider.

First of all you have a mill strategy, make sure you have enough graveyard hate to handle graveyard decks.

Second, the expensive card I need to mention Bitterblossom

Ok, real feedback:

Animate Dead has a low cmc, but did you consider Beacon of Unrest? It can reshuffle AND hit artifacts. Geth, Lord of the Vault is also a consideration here.

When I am turning my creatures sideways a lot I like Dolmen Gate

Since you are tribal, Cover of Darkness, Door of Destinies and Vanquisher's Banner might be nice inclusions. You a few tribal pieces, but I wonder if cost reduction is more important than other synergies.

Whirler Rogue and Sure-Footed Infiltrator seem like they might be weaker than the other rogues in this deck. They might be okay, but my feeling is they might be the rogues you cut. May I suggest: Dunerider Outlaw is a lot better than you might think. Ghostly Pilferer seems commander friendly. Also a not so budget friendly True-Name Nemesis, but money is a thing.

MrBoombastic on Dimir has gone Rouge

3 years ago

Another rogue deck! Awesome!

Although I loathe countermagic, I'm really rooting for Rogues to become a tier deck in the new meta. A lot of fun stuff going on. Few suggestions for the deck:

  • Red seems very cuttable, as the Dimir rogues are plenty good and have the best synergy. Adding a third color also makes your mana base A LOT worse and less budget friendly (if a budget deck is what you're going for).

  • Consider adding Drown in the Loch over Feed the Swarm - it'll almost always be online for both removal and countering. It seems like a perfect fit for this deck. Given that most of the rogues have flash, not having to play your removal on your own turn also makes them a lot better. Actually, having as much of your interaction as possible be instant speed generally works wonders in a flash-y deck.

  • If you're going for a budget version, then I can see why you're not playing the full playset of Brazen Borrower. But I'm pretty sure you won't regret adding the last 2x Merfolk Windrobber. It's an evasive 1-drop that fuels the opp's yard for Thieves' Guild Enforcer and Soaring Thought-Thief AND it even turns into a new card later on, when the work's done or you want a good chump block.

  • I think Sure-Footed Infiltrator is too expensive for what it does and it doesn't really add much to the tempo plan. Zareth San, the Trickster should also be less than $1 and he's definitely an upgrade.

Hope that helps. Good luck with the brew!

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