Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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.
2 months 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!
4 months 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.
5 months ago
your land count feels too low considering you need 3-4 mana. I’d suggest 23 lands.
Mishra's Bauble doesn’t really help you at all here so i’m not sure why you’re running it.
Aether Gust is a sideboard card at best. There’s too many matchups where it will do nothing.
5 months 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.
8 months ago
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.
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.
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.
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.
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.
8 months ago
10 months ago
Zareth San, the Trickster would be a good addition I believe
1 year ago
Alright, so since we've last chatted about my Anowon deck, I've overhauled it and even won a game with it! If you haven't had too many troubles with land drops then keep it, or else bump it up one or two more. Idk your budget so I'll just mention what I think works well so you can lmk otherwise.
I'd switch out
Talisman of Dominance
. Def take out
as you don't want to be feeding your graveyard so your meta doesn't take advantage of that.
can be replaced with
. Costs the same, but it'll draw you a card once you're caught up on mana.
Sword of Hearth and Home
is the new
Sword of the Animist
and oh man is it good. The blink plus the untapped land, chefs kiss.
Even though Anowon helps mill, I think the main focus is not to do so much milling and get your attacks in with the side effect being mill. Ironically enough, I won by decking someone after I used
Zareth San, the Trickster
to steal some crazy aura that buffed up my faerie rogue up by +20/+20 to KO the person before lol. If you take a look a mine, my theme seems to be "copying". I want to keep copying that next thing that'll push me forward.
Does your group have a more cEDH or just high powered vibe? Cause that'll change what I might recommend.
is already better than
bc counterspell is just a 1 for 1. Replace with
Pact of Negation
or if your group plays a lot of 1 drops, then
as that'll bring the salt. Keep a counter in hand just for that
Rise of the Dark Realms
Your removal could also use a boost. I would take out
Go for the Throat
Flip and throw in
. You could also see the removal I'm running and possibly switch the mentioned cards for those. You could possibly even add
but M.Rider is the better version of that card.
Board wipes are good, but why crux though? I can understand if that's just what you have, then do it up. If you can, replace with
or just cut it as you already have
which is pretty much the best board wipe. Kudos!
can take a hike, unless you're going to add
Narset, Parter of Veils
. If you're trying to be oppressive that is LOL. You have decent draw already and you wouldn't want to feed your opponent that Realms! If you need to replace then add
(might get destroyed) or
Into the Story
As far as creatures go, make them unblockable with Whispersilk Cloak like you mentioned a while ago. It works wonders. Look at my list and see what I'm running, bc there are so many options. I highly recommend Dauthi Voidwalker . If you're able to put a void counter on "rise" after milling everyone out a bunch, you can sac DV and use it against the card's owner and make them suffer! Because that's what Commander is all about, right? If you have any more questions feel free to ask! I'm always down to help and welcome all the advice people give me as well. Wreck your playgroup next time you get together!