Whirler Rogue

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed 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
Vintage Legal

Whirler Rogue

Creature — Human Rogue

When this enters the battlefield, create two 1/1 colourless Thopter artifact creature tokens with flying.

Tap two untapped artifacts you control: Target creature can't be blocked this turn.

dzanon on Alora Budget Blink

2 months ago

Excalibur478 Thanks! I'm really glad you like the deck, a friend of mine used to play a Brago deck years ago and I remember I hated playing against it, so I really tried to make something more interesting lol

I haven't playtested this one that much yet, but the weakest aspect is definitely closing out the game. Currently the main wincon is token generation with Blessed Sanctuary, Myr Battlesphere, Abdel Adrian, Gorion's Ward, Whirler Rogue, Blade Splicer and Pegasus Guardian, but I found that it's actually pretty slow. Approach of the Second Sun is a good backup wincon, but it paints a huge target on your back so it's better if you can redraw it quickly or lock down the board, and the deck is quite good at both os those things.

The deck can't protect the board very well against wipes, only having Eerie Interlude as protection or maybe a counterspell, but it can rebuild pretty consistently after one given how much card advantage it can generate.

Getting creatures tapped so Far Traveler can blink them isn't really an issue but can be a problem sometimes, so I've been thinking about adding more tap effects, although this can also be solved by breaking the budget a bit and adding more blink enablers like Conjurer's Closet

Thanks again for the comment and the upvote! If you have any more questions or maybe some suggestions, I'm all ears :)

Leonantti on Mill Among Thieves

3 months ago

iwulf411 Hey, thanks for your comment! I don't understand what do you mean when you say that I don't have any means to make Zareth unblockable? I have at least 6 cards in the deck that make him unblockable (Alora, Merry Thief, Krydle of Baldur's Gate, Rogue's Passage, Thassa, God of the Sea, Whirler Rogue, Whispersilk Cloak) and 2 cards that give him pretty good evasion (Mask of Riddles, Shizo, Death's Storehouse).

True, I could change my commander but then I would have to rebuild the deck in a different way since this build is centered around Zareth San being my commander.

If you think you have better cards in mind than what I have in my deck currently, please be so kind to suggest those.

Argy on Viability of Mono-Blue Spirits in …

4 months ago

I play a successful mono blue Pioneer deck. It is aggressive in the early game, then gets unblockable damage through in the late game.

I have built quite a few good Pioneer decks that are outside the meta.

My advice with a mono blue deck would be to ignore a Spirits theme.

Go with two ideas - tempo, and unblockable. There are MANY great unblockable tempo and blue creatures, plus things like Whirler Rogue and Rogue's Passage

Interrupting your opponent's tempo will lengthen the game. Then you get all your unblockable damage through, across the course of the game.

If you build a deck like this, and want me to look at it, mention me in its comments.

Polaris on When does Glorious Protector's leave …

6 months ago

So there are a few things to go over here, but the short answer is yes, this combo will work the way you hope.

First, Glorious Protector has an enter the battlefield trigger, but not a leave the battlefield trigger. As soon as Glorious Protector is not in play, the creatures it exiled return. If it's being blinked by Brago, King Eternal, that means they will enter play while Brago's trigger is resolving.

Here's the breakdown:

  1. Brago deals combat damage to a player and triggers. You put the trigger on the stack targeting Glorious Protector and any other creatures you wanted to blink.
  2. If no player responds, Brago's trigger resolves. Glorious Protector leaves play, Whirler Rogue enters play and triggers, and Glorious Protector comes back into play and triggers. Because an ability is currently resolving, neither trigger goes on the stack yet.
  3. With Brago's resolution done, you now put the two abilities on the stack. Since you control both and they both triggered since the last time state-based actions were checked, you can choose what order to put them on the stack in. Let's say Glorious Protector, then Whirler Rogue (so Whirler Rogue's trigger resolves first).
  4. Resolve Whirler Rogue's trigger and create two Thopters. At this point you could also tap those Thopters to activate Whirler's ability to make something unblockable, but you probably don't have another combat this turn so there's no point.
  5. Resolve Glorious Protector's ability and exile Whirler Rogue (plus any other creatures you want) again.

adboyer on When does Glorious Protector's leave …

6 months ago

For instance if I have a Whirler Rogue exiled with Glorious Protector, and then blink the protector using Brago, King Eternal when will the leave the battlefield ability of the protector trigger so that the rogue enters the battlefield again? Could I exile the rogue again when the protector reenters the battlefield from Brago's trigger?

Guerric on [Primer] Crouching One-Drop, Hidden Ninja *Update*

8 months ago

February 1, 2022- Continuing thoughts on Neon Dynasty spoilers

Several more spoilers are posted, so I'll comment on all of the ninjas.

First of all, the not-so-great

1) Futurist Operative On the surface this might seem promising in that it is a ninja that can become a 1/1 unblockable creature (hence a ninja enabler) when tapped. Unfortunately it loses its ninja status when it attacks (hence it will never give us Yuriko triggers), lacks ninjutsu, and costs four mana to get on the board. I'd way rather keep Whirler Rogue which gives me so much more, or just play another evasive one drop. Pass on this one.

2) Tatsunari, Toad Rider The upside of this is that if you can cast it for three, then cast an enchantment, then use its two mana activated ability, you can get two unblockable ninja enablers, only one of which can get Yuriko triggers. That's a lot of hoops to jump through. Also, it cares about enchantments and aristocrats stuff, which is totally off theme for Yuriko. I love the flavor of a toad riding ninja, but I don't think this will make it.

3) Dokuchi Shadow-Walker A vanilla 5/5 ninja isn't impactful enough for commander. Enough said.

Secondly, the Promising

1) Biting-Palm Ninja The best thing about this ninja is that we can get it out for three and it has menace, giving us some evasion to either get us a Yuriko trigger or enable a more powerful ninja. The fact that we can remove a counter to get an upgraded Thoughtseize at instant speed, perhaps after a tutor is played, is a nice plus. What is even better is using menace to give it evasion, removing the counter after blockers are declared, then returning it to our hand to activate ninjutsu for another ninja, then re-deploying it with the counter. I can't guarantee this makes it, but there is a lot of potential.

2) Silver-Fur Master An inexpensive ninja Lord who also discounts our ninjutsu costs in quite good. The only downside is that he shuts of Tetsuko Umezawa, Fugitive, but that is a very particular case. The decision here is whether this downside is a major drawback, as well as if it lowers our curve so much that we don't do enough damage with our Yuriko triggers. I'll definitely try it out though.

Thirdly, the Good

1) Covert Technician This is a lot better than it might seem on the surface. One of the early tensions in Yuriko is between getting out ninjas and getting our draw engine going on turn two or three versus not doing that to ramp in order to get resources for the long term. The fact that this can come out swinging on turn two while also dropping our mana rocks or scroll rack for free is a really strong early game piece. Even late game its cheap ninjutsu cost will help us to put out multiple ninjas in one turn to help us close things out. This is one of the stronger possibilities out there.

RNR_Gaming on Ezuri 2.0

8 months ago

1) Run more dorks and no spell ramp. Dorks are good at all points in the game with your commander - ramp spells not so much.

Fyndhorn Elves, Boreal Druid, Arbor Elf, and Priest of Titania are all very solid. They'll ramp you, trigger your experience counters which can make them into big threats in the late game.

2) That'll end up being play group dependent. Personally, I'd run things that have utility like Allosaurus Shepherd, Destiny Spinner and Spellskite over things like Whirler Rogue - sure the 3 triggers are nice but 4 mana is so steep.

3) I like Pathbreaker Ibex mainly because it's a goat but it is a decent pay off card that does a good enough Craterhoof Behemoth impression that you may want to consider putting it back in. Also, Blossoming Defense is very solid and typically experience commanders do tend to get targeted and you'll end up losing progress if your commander cannot stick around.

4) that's very budget dependent. My rule of thumb is this:

Og Duals> fetches> shocks> battlebond lands> rainbows> good utility/mana positives lands that dont come in tapped>pain lands

Most other lands that come in tapped don't provide enough value to sacrifice consistency but that's only going to matter in certain groups - your land base looks fine though you can probably go down to 37 lands with the majority of your curve being on 3

5) adding a budget range and explaining the power level you're going for will probably help people provide better suggestions.

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