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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Vintage | Legal |
Zareth San, the Trickster
Legendary Creature — Merfolk Rogue
Flash
, Return an unblocked attacking Rogue you control to its owner's hand: Put Zareth San, the Trickster from your hand onto the battlefield tapped and attacking.
Whenever Zareth San deals combat damage to a player, you may put target permanent card from that player's graveyard onto the battlefield under your control.







Rhadamanthus on How does Zareth San become …
9 months ago
@legendofa: In the rules-as-written, the "blocked/unblocked" label gets applied in 509.1h, as the next to last step in the process of declaring blockers defined by 509.1, and it's not mentioned again for any of the other rules that describe the rest of the Declare Blockers step. The problem is that the things described in 509.1-509.4 happen in a specific order and Zareth San, the Trickster is entering the battlefield sometime after 509.4, so it technically wasn't around when attackers were designated as "blocked" or "unblocked", which would also mean for the rules-as-written in the Combat Damage step that it wouldn't deal combat damage. That is so unintuitive that it can't possibly be the intended result, because no one would ever play it out correctly.
legendofa on How does Zareth San become …
9 months ago
If I may step in late, what's the alternative to the apparent intended outcome? What ambiguity am I missing?
What I see is:
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Inkfathom Infiltrator and Soaring Thought-Thief attack. They are now "attacking" creatures, and their "un/blocked" status is currently undefined.
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Blockers are assigned. No blockers are assigned to Infiltrator, while Thought-Thief is blocked.
An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. (...)
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Infiltrator becomes an "unblocked" creature. Thought-Thief becomes a "blocked" creature.
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Because Infiltrator is "unblocked" and "attacking", it can be used to activate Zareth San, the Trickster's ability.
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Zareth's ability is activated, Infiltrator returns to hand, and Zareth enters as an "attacking" creature with no assigned blockers. As an attacking creature with no blockers, this is the point where it becomes an "unblocked" creature.
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Zareth deals combat damage, and stuff happens.
(...) This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first.
- At the end of combat, creatures stopped being "blocked" or "unblocked" and return to the undefined status.
I understand the note in Ninjutsu's rules as a (technically redundant) clarification of the un/blocked rule, not an independent rule.
How else could this sequence be interpreted? At what other possible point could Zareth receive the definition of "unblocked"?
Cinnabar64 on How does Zareth San become …
9 months ago
Or, more specifically, when does Zareth San, the Trickster become unblocked when using his activated ability? It seems like it should work similarly to how ninjutsu does, but there's actually a specific rule (702.49c) that states that creatures entering with ninjutsu are "put onto the battlefield unblocked". It seems obvious that Zareth San should be considered unblocked when entering using his ability since there's no way to assign blockers to him after he enters, but it doesn't actually say that anywhere on the card. Unless I'm misunderstanding, his ability can only be activated after creatures usually become unblocked (509.1h), otherwise you wouldn't have an unblocked creature to swap out in the first place.
Side note: I've checked the Gatherer rulings for Zareth San and Thousand-Faced Shadow (which presents a similar problem), but neither of them seem to have a ruling on this issue. Makes me wonder if there's an oversight somewhere, or maybe I'm misunderstanding rule 509.1h.
GatheringGamings on
Cedh Nymris Flash
3 years ago
I love the Idea of this deck! I'm honestly sad to say that Zareth San, the Trickster doesn't work that way. Zareth can only be cheated out from your hand. Sorry!
patmurphy1986 on
Sneak Attack - modified precon!
3 years ago
Just going to put some cards here I think you should add if you want to focus on Milling. The deck needs more big mill in order to win/turn on big creatures. Let me know if you want me to suggest cards to remove.
wallisface on
Dimir Rogues help
3 years ago
Some thoughts:
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your land count feels too low considering you need 3-4 mana. I’d suggest 23 lands.
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Mishra's Bauble doesn’t really help you at all here so i’m not sure why you’re running it.
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Aether Gust is a sideboard card at best. There’s too many matchups where it will do nothing.
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I think you need more interaction. Outside of Drown in the Loch you don’t really have much solid removal/countermagic. I’d suggest getting Fatal Push, Counterspell, and Infernal Grasp.
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Dauthi Voidwalker seems like a nonbo with all your other cards that want your opponents graveyard full (Drown in the Loch, Blackbloom Rogue Flip, Zareth San, the Trickster etc)
Epicurus on Card creation challenge
3 years ago
FauxFaux: It's hard to tell if the ninjutsu ability of Hanasaka is meant to have returning an attacking turtle to your hand as an additional cost, but I assume that you meant for it to only be applicable to attacking turtles specifically. If that's the case, then it isn't technically ninjutsu. You would have to actually spell it out, like how Zareth San, the Trickster technically has "Rogue Ninjutsu," but since you can only use it for attacking, unblocked Rogues, it doesn't follow the rules for ninjutsu.
Does that make sense?
Anyway, I'm on a short break from work, so I don't have time to answer the current challenge. Sorry for the interruption.
wallisface on
3 years ago
Some thoughts:
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Try getting down to 60 cards. Every card above 60 in a modern deck, weakens it by making its hands and draws weaker and less-consistent.
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20 lands is waaay too low, considering your dependence on 3-mana cards, and the fact you're running 4-and-5 mana cards also. I would suggest raising this to 23-24 lands.
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Running no 1-drop cards feels like a big mistake. Not having anything to do turn 1 is going to hurt you a lot, and put you behind in the game from the start (particularly, if you're going second). You're currently running over 30 3-drops which is faaar too many, I would suggest halving that count to get more 1-mana cards and even-out your curve.
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Mill cards like Mind Grind and Psychic Strike don't feel good here, as you're never likely to ever be able to actually mill your opponent out of cards (Mill only works as an all-in strategy). I would suggest ditching them.
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I would also suggest ditching Siren of the Silent Song, Zareth San, the Trickster, and Mirror Image. With Siren of the Silent Song, by turn 5 (the earliest it'll be able to untap) most decks have played every card from their hand anyway, so it's not going to do anything. With Zareth San, the Trickster, you have no rogues to accelerate it or sneak-it-out, so it becomes too slow and easy to deal with. With Mirror Image, I don't see you needing additional copies of anything, and it's probably better-off being an extra control-card or draw-card.
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I would suggest upgrading your control cards with stuff like Counterspell. You should also seek to replace Murder as it's baaad - good replacements would be Fatal Push and/or Infernal Grasp.
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I would also recommend Unearth over Minion's Return
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