Violet Pall

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Violet Pall

Tribal Instant — Faerie

Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play.

GrimlockVIII on Representation: List of Tribal Support in Pauper

2 years ago

Aight, so here's some pauper tribal stuff you're missing out on.

Dinosaurs: Commune with Dinosaurs, Kinjalli's Caller, Pterodon Knight, Stampeding Horncrest, Sun-Crested Pterodon, Thrash of Raptors, and Knight of the Stampede.

Giants: Crush Underfoot, Elvish Handservant, Kithkin Greatheart, and Stinkdrinker Daredevil

Faeries: Spellstutter Sprite, Thieving Sprite, Faerie Trickery, Silvergill Douser, Boggart Sprite-Chaser, Violet Pall, and Latchkey Faerie

Wizards: Information Dealer, Ixidor's Will, Lavamancer's Skill, Stonybrook Banneret, Step Through, and Vedalken AEthermage

Warriors: Brighthearth Banneret, Expedition Champion, and Herald of Dromoka

Pirates: Buccaneer's Bravado, Fiery Cannonade, Headstrong Brute, and Sea Legs

Allies: Akoum Battlesinger, Bojuka Brigand, Graypelt Hunter, Halimar Excavator, Highland Berserker, Joraga Bard, Kalastria Healer, Makindi Patrol, Makindi Shieldmate, Nimana Sell-Sword, Ondu Champion, Oran-Rief Survivalist, Spawnbinder Mage, Tajuru Beastmaster, Tuktuk Grunts, Umara Raptor, and Zada's Commando

Also btw would you count the party mechanic from Zendikar Rising as semi-tribal support or nah?

Also you're missing Rogue and Elemental support, but some of said support overlaps with other tribes like Faeries, Goblins, and Warriors.

Also I'm leaving out Merfolk, Zombies, and Goblins cuz those are just a whole ass can of worms.

gimmeseven on Update to Sneak Attack

3 years ago

This deck really came well synergized out of the box.

I really don't like Whispersteel Dagger, I know it helps what Anowon is trying to do, i just wish it had ETB attach or something. The deck doesn't lean on equipment very heavily, so I might replace mine with Retreat to Hagra to try to take advantage of all the tap/fetch lands and discourage blockers with the deathtouch until end of turn (+1 counter is a welcome bonus). The mana included in this deck is pretty mediocre, so at least you'll get triggers on the duds.

Murder works, but I swapped for the new Feed the Swarm, if you can afford to pay the creature's CMC in life.

Bitterblossom is perfect for this deck, but is just too expensive for my taste. Violet Pall Could make sense for target removal, but the CMC and non-black restriction have me second guessing myself.

That's my two cents, I hope you get some good suggestions. I'm going to keep following this.

Idoneity on

4 years ago

It seems there are many cards in here that just don't do much, as well as there being naught in terms of basic essentials for a commander deck.

As for creatures:

Dewdrop Spy , Dream Thief , Faerie Duelist , Faerie Seer , Final-Sting Faerie , Hypnotic Sprite , Latchkey Faerie , Nightshade Schemers , Pestermite , Shinechaser , Surveilling Sprite , Thornwind Faeries , Wasp Lancer , and Wizened Snitches . None of these seem to stand out. They have lacking effects that don't bolster power level, but rather drag it down. Cards in other supertypes seem to fall under the same category.

Faerie Tauntings , Stolen by the Fae , Dimir Locket , Violet Pall and Dimir Locket all seem incongruous and lacking. Brainstorm is best when shuffling effects can launder away cards if need be. This deck has only two tutors. Stolen by the Fae is restrictive and minute in impact, as well as a sorcery. Violet Pall seems far too expensive for what it does.

For what I believe should be added, card draw, ramp, and threats.

Windreader Sphinx , Coastal Piracy , and Bident of Thassa are able to draw a considerable amount over the course of a match. Phyrexian Arena , Underworld Connections , and Consecrated Sphinx oft daggle me through the game rather easily.

Sol Ring , Smothering Tithe , Talisman of Progress , Talisman of Hierarchy , Azorius Signet , Dimir Signet , Orzhov Signet , and Mind Stone all carry their weight and herald efficiency.

For wraths, I find that two or three do the job well, and Rout or Cyclonic Rift seem to fit the plan of this deck well.

Dovin, Grand Arbiter could be a spicy option, and Unfulfilled Desires is a favourite of mine.

Good fortune to you, my liege. May all lout in your wake.

ItsMrMix on Oona queen of the lit

4 years ago

So, a couple things: 40 lands is too many for this deck, I'd go down to 38 or maybe even 37 because of the new mulligan rule. I'd also work on the balance of mana based on the colors you have in the deck, taking out some Swamps and replacing them with Islands, and maybe trying to find a few more dual lands because you don't really gave too many and having mostly basics will make it easy for you to get color screwed. Maybe a few more artifacts like a Dimir Signet , Sol Ring for obvious reasons, and Fellwar Stone , stuff like that.

It also seems like you're stuck between Faerie tribal and mill. Personally I'd go with mill, because it's probably cheaper. You can take out cards like Final-Sting Faerie , Nectar Faerie , Quickling , Thornwind Faeries , Wasp Lancer , Distant Melody , Bident of Thassa , Violet Pall , and Faerie Tauntings . You could put cards like Jace, Wielder of Mysteries , Fraying Sanity , Jace, Memory Adept , Sire of Stagnation , Hedron Crab (I have one of these that you can use), Lazav, Dimir Mastermind , Notion Thief , and Nemesis of Reason in order to strengthen your mill plan, and if you wanna win with tokens out of nowhere, you can put in Scion of Oona to keep your tokens safe.

I would also put in some more removal, like Murder , Cast Down , Rapid Hybridization , Go for the Throat , Hero's Downfall , or similar cards. I really like the inclusion of cards like Crypt Incursion and Startled Awake  Flip, because those are just really cool cards. This deck has potential, I think you made a really solid first draft.

Scathain on Now You See Me

5 years ago

Illusionist's Bracers would greatly help out your commander's ability. Also, consider Training Grounds. You could also seriously use a Sol Ring and probably a Thran Dynamo to help accelerate your ability to use Oona. You also might want to consider Notorious Throng and Stinkdrinker Bandit to take advantage of the fact that you are creating a bunch of flying faerie rogues which are presumably attacking, especially the latter.

I'm not sure whether Wydwen, the Biting Gale is quite worth it in your deck, unless I'm missing something, so I'd consider dropping it.

Catalog also seems a bit weak without madness or graveyard recursion. Consider Glimmer of Genius, Hieroglyphic Illumination, Thieves' Fortune, or Thirst for Knowledge instead.

Violet Pall is a bit too much mana for what you are getting even in a faerie deck. Consider Reckless Spite, Malicious Affliction, Eyeblight's Ending, or Doom Blade instead.

YellowFlassh23 on Blue/Black Faerie Rogue

7 years ago

Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help

Changes to enchantments (+)

  • +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.

Changes to enchantments (-)

  • -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here

Changes to instants/sorceries (+)

  • +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU

Changes to instants/sorceries (-)

  • -1 Hideous Visage again no need to make your creatures hard to block they already are.

  • -2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.

  • -1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.

  • -1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.

  • -1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.

  • -1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal

  • -1 Sorin's Thirst see nameless inversion

  • -1 Wring Flesh see nameless inversion

  • -2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.

Changes to creatures (+)

  • +4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.

  • +1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.

  • +3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.

  • +1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.

  • +1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.

Changes to creatures (-)

  • -1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)

  • -1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying

  • -2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.

  • -1 Marsh Flitter too expensive for a lack luster effect

  • -1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it

  • -1 Nightshade Stinger again doesn't do much can't even chump block big creatures

  • -2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it

  • -1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.

Changes to artifacts (-)

Changes to lands (+)

Changes to lands (-)

jonny909090 on Way of the Fay (budget)

7 years ago

You did say you were making a "budget" deck right? If so Bitterblossom, Sower of Temptation and Mistbind Clique need to go. You could replace them with Faerie Swarm, Glen Elendra Liege, Nectar Faerie or Violet Pall. I would also drop two swamps. 24 lands is a bit excessive for a low mana cost deck like this. Getting rid of those cards will drop the price by $80-90 depending on what you replace them with.

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