Creature — Human Rogue
When this enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Whirler Rogue Discussion
1 week ago
Hey, well done for being new, for less than $50 you put together a deck and included many untappers which are good with Garth. Interesting Wizard subtheme with Azami.
These are all staple budget cards in Commander and other than Sol the other cards are rainbow ramp/color fixing for five colors.
You lack a win condition, a game plan to win the game. Jeskai Ascendancy can combo with Retraction Helix + Sol Ring or Everflowing Chalice to make all creatures you control as big as you want, loot (draw/discard) as much of your deck as you want and Sol makes extra colorless mana.
When you control Ascendancy target Garth with Helix. If you control Sol then tap it to make two colorless mana and tap Garth to return Sol to your hand. Cast Sol for one mana which triggers Ascendancy to untap Garth and repeat. Use this combo to make Garth huge to attack. Regrowth cast from Garth can recur Helix to make this combo repeatable.
Unblockable is a powerful ability to give a high power Commander since you only have to do 21 Commander damage to a player for them to lose the game. Whirler Rogue's activated ability can make Garth unblockable and Whirler is a creature who benefits from blink to create more Thopters.
Consider expanding on blink with more repeatable sources? Teleportation Circle is good, but more repeatable blink will give you more chances to reset Garth and since you have so many untappers that's kind of important to get more out of Garth especially with Jeskai Ascendancy and Murkfiend Liege. Soulherder can repeatedly blink Garth at your end step. Brago, King Eternal can repeatedly blink Garth when it attacks and does combat damage to a player. When this happens Brago triggers to blink any amount of nonland permanents you control which includes Garth as well as any creatures who have an enter the battlefield trigger.
An effect that's good with Garth, blink and untappers is haste, to be able to tap Garth the same turn he enters the battlefield (ETB). Temur Ascendancy gives Garth haste as well as repeatable draw since Garth and Shivan Dragon have more than 4 power. With Ascendancy and blink from Soulherder right after Garth ETB then you can tap him to cast any one of the three instant options: Disenchant, Terror or Braingeyser. Only one of these three because you're blinking Garth at your end step which is not a main phase.
Brago, King Eternal's blink is different since it happens at the end of combat meaning that at your second main phase if Garth has haste he can tap to cast any of the options including the sorcery speed options: Black Lotus, Regrowth or Shivan Dragon.
If interested I offer more advice in another comment. Good luck with your deck.
4 months ago
4 months ago
If anyone is interested, I can say exactly when I built the first version of this deck (5 years ago (inspired by Whirler Rogue ), and there are also two detailed match reports recorded at that time.
I adjusted the deck for Frontier play Monothopters [Frontier] and twice for Pioneer, due to bans. Resulting in this current form.
4 months ago
itsbuzzi thanks for the comments.
I go quite a bit into why I have stuck with Mono Blue, in the notes above, and I'm not interested in adding another colour.
Basically it will increase the chances of having the wrong mana, increase the chances of losing life, and increase the cost of this deck.
I've been playing a form of this deck since Magic Origins, so I know that it works well with one colour.
I'm sure you know that with Aggro builds, two problems are:
Running out of cards.
Not getting final damage through.
That's where the four drops come in.
I do appreciate you taking the time to playtest this deck. I'll have a play against yours, as well.
Did you Sideboard both decks? How did you Sideboard against this one? That will make my playtest better.
As you noticed, I have enough four drops, so Thopter Spy Network couldn't find a place here.
People are really excited about The Blackstaff of Waterdeep as it's a new card, but I think they might find it's not quite as good as it seems.
Of course I can only talk about how it works with this deck.
In the end these are that things with it that didn't work, for this build:
I think of the card as a three drop, because I have so many other things I want to do on Turns 1 and 2. My three drop slot is quite full, and Skilled Animator and Bring to Life proved more useful. Skilled Animator because it can make a 5/5, as opposed to a 4/4. Bring to Life because it adds +1/+1 counters, which can result in a 9/9 creature, when combined with the effects of Skilled Animator or Ensoul Artifact
While The Blackstaff of Waterdeep is quite useful in that it can be reused if the original Artifact it targets dies, Bring to Life is better with Darksteel Citadel , as the +1/+1 counters remain, if it is destroyed. The same can't be said for The Blackstaff of Waterdeep
Since The Blackstaff of Waterdeep is Legendary, it is one and done, as opposed to the other 3 drops mentioned.
The Blackstaff of Waterdeep is a dreadful target for animation. It doesn't have Flying, it isn't Indestructible, and doesn't have the chance to be unblockable. You also can't play a second one without destroying the one you animated.
Thanks for giving me things to think about. I appreciate it.
4 months ago
Seems like you're really into the Ensoul builds. I ran mine from Standard to Modern to Frontier for a week and now Pioneer. I think I landed on a pretty great deck here Jeskai Ensoul (PNR). Just played a mirror match against you, Game 1 was fun but quick in my favor and game 2 was fun where we kept gaining life until my creature got bigger and gained double strike from Boros Charm . Stubborn Denial does wonders against your main board removal.
I like the offset from Izzet to mono blue but you might consider Azorious for All That Glitters . You have a good mass of artifacts and Glitters can make any creature much larger than otherwise possible. Also Stubborn Denial is an amazing card in something like this. You may also like The Blackstaff of Waterdeep . It does the same as Animating Faerie for the same cost (cast and activate) but it recurring in case the target were to die and not as restrictive only targetting nontoken as opposed to noncreature like Faerie but doesn't come down with a body and is legendary.
I like Padeem, Consul of Innovation that's a cool card. I hate running 4 drops though in a deck this quick in the main which is why I run only 3. I may switch out Thopter Spy Network for Padeem though because he doesn't protect the artifact that may be on the field when he hits due to instant speed removal but he protects all the others unless he gets hit as well. Although Spy Network is harder to hit and makes a threat every turn Spy Network may be better that hurts sometimes. I don't run Whirler Rogue because I don't like the 4 drops but I can see where it shines by tapping down equipment that normally don't tap to make your guys unblockable.
The Shadowspear in the main is a sweet addition and when facing any sort of aggressive build I always side mine in. Compared to my build, however, yours seems a little slower with the enabler cards ( Ensoul Artifact , Animating Faerie , Skilled Animator being slightly more mana value than mine and the support cards you run being of 4 drop while mine run at 3 or less for the main. Adding in All That Glitters may make all the difference there and you'll have access to Settle the Wreckage in the side instead of Aetherspouts . That extra mana on the board wipe may make all the difference.
Sweet deck though I would consider taking a look at mine whenever you get the chance I have the entire deck laid out in the description and have been running this stuff for basically as long as it existed.
5 months ago
Hey, nice budget upgrade so far of the precons.
It looks like you've mixed the Osgir precon with the Breya precon which is interesting. Osgir kind of has some negative synergy with Breya or Silas as Commander because Osgir's best ability is to exile an artifact from your graveyard. With Breya and Silas you want to take advantage of being able to reanimate/recur artifacts meaning you don't want to exile them from your graveyard. Akiri has nice interaction with Osgir because he makes token copies of artifacts that make Akiri bigger. In saying this if you want to better utilize Osgir then play Akiri/Silas as Commanders.
Osgir's exile ability is powerful, but it doesn't go with Breya therefore in my opinion Osgir is out of place. I play budget Breya and not Akiri/Silas thus I may have some bias, but these Commanders seem very different in gameplay. With Akiri/Silas attacking seems important, using Commander damage as a source of winning and value. Breya is less about attacking with her and more about using her ability sacing artifacts for modes for value to control the game. Breya's best strength as Commander is being a win condition combo piece with the two Thopters she creates.
With Breya as Commander I would play Silas in the 99 because he's an artifact, but not Akiri. With Akiri/Silas I would play Breya in the 99 because she's an artifact who's three artifacts for four mana. Akiri/Silas want evasion to be able to do as much combat Commander damage therefore I would include more budget artifacts to give them evasion:
You don't really want these with Breya instead budget combo pieces:
All these Commander choices are better with less creatures and more artifacts. Lots of creatures is not what you want unless they're artifact creatures because all these Commanders abilities are only good with artifacts. 40 creatures is a lot of creatures for any Commander deck that's not tribal like Elves. Consider cutting creatures for more artifacts?
There are some exceptions here for nonartifact creatures:
- Hellkite Tyrant : can be a win condition.
- Jhoira, Weatherlight Captain : powerful repeatable draw with more artifacts.
- Chief Engineer : with more artifacts ramp for artifacts.
- Digsite Engineer : repeatable source of creating artifacts.
- Emry, Lurker of the Loch : repeatable cast artifacts from your graveyard.
- Padeem, Consul of Innovation : protect artifacts and can be repeatable draw.
Whirler Rogue seems very good with Akiri/Silas to make either or both unblockable, but is subpar with Breya. You could cut all the others that I didn't name for artifacts or other cards.
Some cards to consider cutting to get to 99:
- Jor Kadeen, the Prevailer
- Hellkite Igniter
- Gadrak, the Crown-Scourge
- Losheel, Clockwork Scholar
- Sydri, Galvanic Genius
- Thopter Engineer
- Alibou, Ancient Witness
- Sun Titan
- Osgir, the Reconstructor if Breya is Commander.
- Akiri, Line-Slinger if Breya is Commander.
- Whirler Rogue if Breya is Commander.
I offer more advice. Would you like more advice? Good luck with deck.
5 months ago
darkin10s Excellent question. You're correct in the sense that Warp World is kind of a board wipe but let me paint a picture of the board state (not just my board). Warp World has us "shuffle all permanents he or she owns into his or her library", meaning it sees all those tokens as permanents even though they technically stop existing once they leave the battlefield. Then we reveal from the top of our Library, and in summary, put all permanents revealed onto the battlefield (not including Planeswalkers, hence the "in summary").
Warp World itself isn't putting tokens onto the battlefield but many of the permanents it would hit produce tokens for the extra value (all the creatures that make extra thopters when they enter). This is why cards like Dockside Extortionist , Brass's Bounty , Smothering Tithe , or Revel in Riches are so good before a Warp World cast, because we get extra card flips and potential permanents on the field for only a single card slot in the deck.
Warp World is more of a "hurts everyone, but hurts me the least" type of strategy that we are going for. We're working under the assumption that we have the most tokens onto the battlefield than the rest of the players, otherwise it's not worth casting. The value that we get is that we are making so many tokens because many of our cards put out either an extra treasure token or maybe a couple thopters.
Here is a very basic example that will help paint the picture with some simple math (this exact situation is not a likely scenario for a game but I think it gets across the idea). Lets assume everyone has played the same number of cards by turn seven and they have either tricked out a land or maybe played a mana rock, and maybe everyone has 2 creature and one enchantment. So everyone has 7 lands, 1 rock or extra land, 2 creatures, 1 enchantment = 11 permanents. But the 2 creatures I played are maybe Whirler Rogue and Thopter Engineer so I actually have 14 permanents since I've got 3 extra creature tokens. Now what if the enchantment I played was Smothering Tithe and it went a whole round on the table and wasn't paid for, meaning (in this fake scenario) I have 3 extra treasures. Now my permanent count is at 17 compared to everyone else's 11 count when I cast Warp World; I get to flip 17 cards from the top of my deck and everyone else gets to flip 11. This still wipes all players battlefields, but I'm counting on hitting more permanents when I flip with my extra chances. Plus if one of the cards I flip is a Experimental Aviator or maybe Myr Battlesphere , that single permanent I now gave me extra permanents for my board state, so I am recovering much more quickly from this type of wipe than my opponents.
This is obviously not a hyper optimized strategy because it's highly reliant on board state, it may not even be beneficial for you at times, but it's fun when it does happen.
6 months ago