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Format | Legality |
1v1 Commander | Legal |
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Modern Beyond Horizons | Legal |
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Pauper Duel Commander | Legal |
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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.)
ShadowAblaze on Niv-Mizzet Reborn (into poverty)
5 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
5 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)
6 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
6 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
6 years ago
Looking at guilds, Nightveil Sprite and Whisper Agent appear quite promising for you, though agent might be too expensive.
enation24 on
6 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!
multimedia on (GRN) 4 Color Control
6 years ago
Hey, please don't hub your work in progress decks as competitive. This is a brew that has some potential for Guilds of Ravnica Standard, but it's not yet competitive.
Consider Gift of Paradise? It's ramp and good color fixing as well as life gain. The land that's enchanted can be untapped with Teferi's +1. Bant Turns (featuring Nexus of Fate) uses this strategy and it helps to make the deck play much smoother. As far as four colors go I suggest Sultai splashing white. Sultai instead of Bant because Sultai can have an amazing manabase with 4x Watery Grave and 4x Overgrown Tomb both turn on all the Check lands which is important for a control manabase that's four colors. You can splash white for Teferi, Seal Away, Chromium and other single white sideboard cards with Temple Garden, Glacial Fortress and Isolated Chapel. Sultai gives you consistent access to all the good Dimir as well as Golgari cards in the Guilds of Ravnica.
Making the manabase easier to play both Trophy and Contempt is a direction to consider because both these cards are going to be pretty powerful in upcoming Standard. Sultai more than Bant in my opinion is the better color combination to play both these cards consistently as well as to take the best advantage of surveil.
I think it's worth playtesting a small creature base of flash/surveil creatures (House Guildmage, Whisper Agent) who can be fodder to turn on undergrowth for Mausoleum Secrets. With Sultai, two drop Glowspore Shaman also has potential as it puts cards into your graveyard for Search or Mission while also helping to make land drops. Secrets is busted with Trophy because it only takes two creatures in your graveyard to tutor for Trophy. Secrets being an instant two drop tutor is nice for control.
Good luck with your deck.
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