Whisper Agent

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Whisper Agent

Creature — Human Rogue

Flash

When Whisper Agent enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

TheMadRocketeer on Silence Is Golden

10 months ago

Looking at the list, I think it needs some adjustments before I play it for the first time. There are things in the list that are peripheral to the main game plan and could be swapped out for more consistency. I think my first need is for more removal.

Some candidates for swapping out include:

Some candidates for swapping in include:

ShadowAblaze on Niv-Mizzet Reborn (into poverty)

6 years ago

Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.

Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.

Guildgate Build

Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.

Land Fixing

Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land

District Guide - Will build a board presence and get you a extra land of choice

Circuitous Route - Terrific ramp straight onto the battlefield and includes gates

Support creatures and spells

Gatebreaker Ram - Powerful when 2+ gates are in play

Gateway Sneak - Ok card draw, guaranteed when gates are played

Gates Ablaze - Great for board stalling. Should never kill Gatebreaker Ram

Guild Summit - Great way to refill hand late game and good set up in the early game

If THAT wasn't enough, here's more!

If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.

Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.

Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!

Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!

Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing

Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.

… I think I went overkill with suggestions. Sorry ;)

blubblub on Sultai Graveyard

6 years ago

Hey, I'm actually playing a pretty similar deck in MTGA right now (or at least I think so ^^). The main difference in my deck is that I go heavy on the Muldrotha, the Gravetide game plan with a lot of permanents to cast from my graveyard once Muldrotha is on the field.

Some exaples which you don't have in your list are: Show

As mine is a Bo1 List and there are no permanents working as boards-wipes I usually struggle with decks going wide with creatures. Also from my experience Hostage Taker underperforms a bit compared to Ravenous Chupacabra as for me it mostly comes "online" after the 6+cmc mark so you can actually play the stolen creature/artifact the same turn to avoid removal.

What isn't in my list is Thief of Sanity and Mnemonic Betrayal as I see those cards more in a mill focused deck rather than a reanimator type deck.

What I'm for sure gonna test from your list, is Plaguecrafter, just didn't have him on my radar when building the deck, and Vraska, Relic Seeker

Chainer_the_Dementia_Master on Dimir Surveil (1st attempt)

7 years ago

Dimir Spybug belongs in the main deck. Easily one of the best payoffs for a "Turbo Surveil" style deck. Personally, I'd replace both the Whispering Snitches and the Whisper Agents with them. In testing this strategy myself I found both of them very underwhelming. Haven't tried out House Guildmage, but could see how it would be good, especially if you're in a position where you can't attack every turn. I've also been using Nightveil Sprite as an additional enabler as well.

-Arcanity- on Budget Dimir Tempo

7 years ago

Whisper Agent isn't Standard playable, but besides that this is a fully-powered build. I have a slower build of the same deck with a stronger late-game: All Hail Surveil

seshiro_of_the_orochi on Sure Hit

7 years ago

Looking at guilds, Nightveil Sprite and Whisper Agent appear quite promising for you, though agent might be too expensive.

enation24 on

7 years ago

Hey jws thanks for the comments! Doom Whisperer and Whisper Agent were on my radar. Doom Whisperer's mana cost threw my deck out of whack. It is still an incredible card, don't get me wrong, but its not the right fit for this deck in my opinion. Whisper Agent having flash is nice, but its lack of evasion makes me look at it more as a 3 mana removal spell for an attacker. Lazav, the Multifarious is really cool too, but I don't have enough creatures to take advantage of him. I chose Dark Bargain over Chemister's Insight because of its synergy with Narcomoeba and Bone Dragon, putting them into the graveyard (or into play in the case of Narcomoeba). Also, there are only 9 creatures in the deck as Snapcaster Mage is just a placeholder at the moment for Mission Briefing. I am thinking of taking a few Search for Azcanta  Flip out for budget reasons however for Enhanced Surveillance, as I only have one paper copy atm.

Thanks for the comments and suggestions!

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