Zareth San, the Trickster

Zareth San, the Trickster

Legendary Creature — Merfolk Rogue


, 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.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Zareth San, the Trickster Discussion

MULRAH on Rogues Mill

1 month ago

Jeremy tried this deck out last night, and it was definitely a player. I am not sure he was as aggressive as he could have been; numerous unblockable creatures and flyers were repeatedly held back (perhaps as blockers?), when he could have been chipping away at life totals all along. I wonder if he was too focused on setting things up for the commander to work, whereas the deck is designed to function quite well without it and in fact prefers other legendary creatures on the battlefield.

That said, there could be more ways to get Zareth San, the Trickster into your hand, and the deck lacks any way to fully clear the board. As a result, I think I'll toss Perplexing Test in here, swapping out one of the counterspells.

wallisface on Mil by Mil

1 month ago

Some thoughts:

  • your deck appears to have no way to interact with the opponents board state. Without anyway to prevent your opponent doing what they want, you auto-lose to any combo deck, as well as Dredge, Crabvine, and anything aggro. I’d suggest some Drown in the Loch as well as Surgical Extraction . The latter card in particular is a Mill-staple to help the deck buy time and lock-out combo/tron etc.

  • Zareth San, the Trickster feels too slow to be useful. Mill wants to be winning the game on turn 4 or 5, not dropping a 4/4 beater. It does get you some decent value, but also in a way that doesn’t help (Mill doesn’t want a boardstate, they want their opponent to have an empty deck).

  • This deck feels quite slow compared to conventional mill decks. Which is fine, but means you need to be getting some additional value/resilience from the cards your using to make it worthwhile. I’m not convinced the rogues are doing enough to get you there.

You mention in your description that you were considering the crabs - and while they are far less unique, they are popular for good reason. An example of how that deck could look is here. (I’ve seen other people run more mill spells, like glimpse, in place of fewer control elements).

The big takeaway I guess is that Mill performs best as a control deck. Trying to outright race your opponent just means you’re playing worse burn. The goal should be to disrupt your opponents ability to win early, then mill them out while they’re struggling to find a wincon. I think this could work in a Rogue-shell, but you need waaay more ways to stop your opponents winning

wallisface on On the Prowl

2 months ago

Here are my thoughts - many of these have already been echoed by Balaam__ above.

  • Modern is a very fast format. Most miderange decks typically want to be running cards with cmc between 1-3, with a very few cards at cmc4 (look at Jund, for example, that only runs Bloodbraid Elf and then lots of low-costing cards). In that vein, I think you need to look at lowering your curve. I get that some of your cards can be cast for cheaper with Prowl, but I think you'd only want to keep the very best of these.

  • On the above note, personally I would drop Zareth San, the Trickster and Notorious Throng entirely. Their cost is waaay too high, especially in a deck with 22 lands, and they don't do enough to justify their spots. I would also drop a few Earwig Squad - it feels like you want to be playing either 2 or 3.... maybe mainboard 2 and have a 3rd in the sideboard against decks that you really need to disable?

  • I notice you also have Agent of Treachery and Knowledge Exploitation in the sideboard, and I would suggest ditching both of these, neither are particularly strong and both demand too much mana.

  • I would echo what has already been said above that some good cmc1 cards would be very useful to the the deck. Consider Fatal Push , Thoughtseize , Inquisition of Kozilek . You probably want at least 8ish cards that are 1cmc so your first turn isn't wasted.

  • On the subject of lands, I would recommend swapping both Sunken Hollow and Rogue's Passage for both of Darkslick Shores and Drowned Catacomb . The Hollow just has too many scenarios where it's going to slow you down, and the Passage is both going to hurt your mana base, and be unlikely to get any benefits (you need 5 lands in play and nothing else to do, to make use of it). If the beforementioned cards are too expensive, i'd suggest just running basics over what's happening now.

  • If you have the money, I'd strongly suggest ditching Thieves' Fortune in place of Aether Vial . It'll make your deck multiple-times stronger than where it is now, and and also Vial will be able to slot seamlessly into any other future tribal-based decks you make, if that is your preferred way of playing. Another option for this deck in particular could be Bitterblossom . I do think Thieves' Fortune is probably a card you'd want to ditch, though perhaps this is a slot that could also be happily consumed by the beforementioned 1cmc cards too.

  • For sideboard tech, these cards may be worth considering: Mystical Dispute , Aether Gust , Collective Brutality , Nihil Spellbomb , Drown in the Loch , Spell Snare

Balaam__ on On the Prowl

2 months ago

As far as I see Military Intelligence is your only added source of card draw. It’s cheap and effective in a rogue/prowl deck like yours, so I wouldn’t mess with that.

Instead, since you’re somewhat creature-heavy, I’d drop some of your counts down to make room for them. An opening hand with Earwig Squad or Zareth San, the Trickster is not ideal; maybe drop the squad down to 2 copies and remove the trickster altogether. You’re losing potential bombs, but they’re being replaced with always-useful spells. You can still win through attrition, chipping away with unblockable rogues buffed by anthem effects.

This is all just a suggestion. You could lean heavily in a few different directions, and ultimately the choice is yours. If you think removing Military Intelligence is the best call, go for it.

harkness on Party Hearty

3 months ago

This was a super fun deck to play! Squad Commander was the clincher, I managed to combo Coveted Prize and Tajuru Paragon and the commander's ability to get a lot of threats on the board, namely Zagras, Thief of Heartbeats and Zareth San, the Trickster to steal creatures.

I don't have a lot of the pricer cards but filled some gaps with cards like Marisi, Breaker of the Coil to buy time and build momentum, take some heat off my commander when I pull her or Jegatha out.

multimedia on Anowon rogues

5 months ago

Hey, nice version of Anowon. You have several good cards, but what's with the manabase? Compared to the rest of your deck the manabase with 29x basic lands looks like it's for a $100 Commander deck not a $400+ deck. It's the main area to consider upgrading with more Dimir dual lands.

Consider other Rogues?

Anowon can be repeatable draw if the attacked opponent mills a creature, but this can miss/will miss a lot. Other repeatable draw options to consider.

Cards to consider cutting:

  • Feldon's Cane
  • Perplex
  • Trepanation Blade
  • Mind Grind
  • Torment of Hailfire
  • Dreamscape Artist
  • Balustrade Spy
  • Keymaster Rogue

Good luck with your deck.

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