It sees play in 6 decks on EDHRec, and they all seem to be Asmira, Holy Avenger Rebecca Guay tribal. This is a must-run in Rebecca Guay decks since it is Tier 1 art, and should be kept far, far, far away from your commander decks otherwise.
I built Rebecca Guay tribal with Asmira just to see if I could. It's the only time I've ever lamented Commander's colour identity rules, because I *ached* to use Enchanted Evening with Aura Fracture and Calming Verse.
At least now we have a full set of Guay lands. I tried doing Guay decks, but before C16, you ran into an impasse on the dearth of Guay basic lands. Basically, you have the APAC lands.
It really sucked because the most blatantly OP Guay card is black.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
A little late today. Another Kamigawa card, but I actually think this one is pretty useful. At 2 mana, a 1/2 with a very relevant ability. At 4 mana, it's an instant speed Lure that dodges counterspells. Can be fun when your opponents attack each other as well as the obvious targetting of deathtouchers or making your team unblockable. Additionally, discarding a two mana spirit as a spell means it's really easy to recur with soulshift creatures, which you can target with the ability to make them die in combat and then repeat the process willy nilly. And you get all this complexity on a common, which probably only got a pass because its block didn't give you anything worth attacking with.
Surprisingly good; the only other way to get an instant speed Lure effect (barring shenanigans and support cards) is Bloodscent, and this has a lot of added functionality over that card. Worth considering for all Spirit Tribal decks as it has a lot of utility, and should probably be played more in any deck that goes wide and has recursion engines.
I forgot this existed, but will be digging some out soon.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Beats out Taunting Elf as "best Lure-ing creature." Gives soulshift some utility as you can make your team pretty evasive if this is always out. Casual only, but good fun.
Again RCOD serves its greatest purpose - uncovering hidden gems for niche use cards! I have a 5-color spirit tribal deck (link in signature below) and I never knew this card existed, but I think it would pull some massive weight in that list.
Nope, that's Spock's time to shine. Whip out Elsdragron as your general and make Rampage relevant.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I don't think I knew this card existed. Obviously goes in Kithkin tribal, solid synergy with Order of Whiteclay, but it could be used with other things. Kithkin always make my mind go to Mirrorweave, and since this card bizarrely triggers proportional to all counters on it rather than just +1/+1 counters, the correct usage is obviously to Mirrorweave your cumulative upkeep creatures before deciding not to pay for their upkeep trigger.
If you want this kind of effect (aka dies make tokens) I think Hallowed Spiritkeeper is a far better card.
@tstorm823 could you put link to each card with [card][/card] tags. Sometimes I want to check the rulings for the card and now I have to search the card on gatherer.
If you want this kind of effect (aka dies make tokens) I think Hallowed Spiritkeeper is a far better card.
@tstorm823 could you put link to each card with [card][/card] tags. Sometimes I want to check the rulings for the card and now I have to search the card on gatherer.
I can't imagine you'd be running a significant amount of Kithkin in Alesha, Who Smiles at Death or Reveillark abuse lists, but relevantly Alesha hits this but not the Spiritkeeper. For all other purposes though, Spiritkeeper wins.
If you are doing anything with Kithkin, this is an all-star, but Kithkin are poorly supported enough that you probably aren't playing them. Even if you are, this card is eminently fair. I like the Mirrorweave idea though, that is pretty funny.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
@tstorm823 could you put link to each card with [card][/card] tags. Sometimes I want to check the rulings for the card and now I have to search the card on gatherer.
Not a problem, added above the card images.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
It's a little odd that in a format with Champion and Evoke, they had plenty of reason to give this a "leaves the battlefield" trigger instead of a "dies" one. I feel like the human tribal from Innistrad block does a lot more than Kithkin tribal does as a weenie tribe, but I sure do miss me some Soldier tribal.
I guess I should have been more specific. I meant enough to actually be playable in commander. Sure, there's 60, spread over 5 colors when the most you can get from a kithkin commander is GW, and there are few that are actually playable.
Now, of course you can run non kithkin commanders to get more colors, something like Jidar and Ludevic to get access to the best available and have some synergy. That gets you Gaddok, Chameleon Co, Taurean, Mirror Entity, Figure, Augery Adept, Cenn's Enlistment, the lord, the harbinger, Cloudgoat, witch, whiteclay, militia's pride, galepowder, the lookout, the banneret, the borderguard, and maybe the mourncaller and rabble. The other interesting ones are tribal cards for non kithkin.
It would have to be a pretty casual 4 color deck that wants to be aggressive. that's kind of a weird spot to be in. Even a single return to lorwyn set would probably be enough to make W/G hit a critical mass, especially if the tribal was focused on the main tribes without focusing on classes, to be a coherent deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I'd say one of the best guildmages. Both of the abilities are pretty mana intensive, but they're very good as well. A little too dangerous with Turnabout for my liking though, being both half of two card infinite mana and a spout for that infinite mana.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I'd say one of the best guildmages. Both of the abilities are pretty mana intensive, but they're very good as well. A little too dangerous with Turnabout for my liking though, being both half of two card infinite mana and a spout for that infinite mana.
Not needing to tap to use its abilities is a great reason to include it in decks also.
Multiple loots per turn, and copying spells potentially multiple times, and this is before considering the combo potential.
I'd say the only negative is that there are so many good cards in U/R spellslinger decks, and this obviously wants to go in spellslinger, that there is stiff competition, and you can only have so much redundancy before you run out of room for permanents in such a deck. This does have several advantages over its competition as the looting mode is relevant and not tapping means you get multiple uses a turn potentially, though you need enough mana to pull it off.
Unlike many of the other "spell support" cards, this guy is more broadly useful and can be good in decks that aren't dedicated to spellslinging. 10-15 low cost spells are all you need to make his second ability relevant enough that the total package becomes worthwhile. Even just being able to copy a bolt twice late game can be big.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
At least now we have a full set of Guay lands. I tried doing Guay decks, but before C16, you ran into an impasse on the dearth of Guay basic lands. Basically, you have the APAC lands.
It really sucked because the most blatantly OP Guay card is black.
On phasing:
A little late today. Another Kamigawa card, but I actually think this one is pretty useful. At 2 mana, a 1/2 with a very relevant ability. At 4 mana, it's an instant speed Lure that dodges counterspells. Can be fun when your opponents attack each other as well as the obvious targetting of deathtouchers or making your team unblockable. Additionally, discarding a two mana spirit as a spell means it's really easy to recur with soulshift creatures, which you can target with the ability to make them die in combat and then repeat the process willy nilly. And you get all this complexity on a common, which probably only got a pass because its block didn't give you anything worth attacking with.
I forgot this existed, but will be digging some out soon.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I still want to make a deck one day with all the cards that benefit from Lure effects, including Druid's Call, Infiltration Lens, Gaze of the Gorgon, Engulfing Slagwurm... Maybe with Sapling of Colfenor.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsNope, that's Spock's time to shine. Whip out Elsdragron as your general and make Rampage relevant.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I don't think I knew this card existed. Obviously goes in Kithkin tribal, solid synergy with Order of Whiteclay, but it could be used with other things. Kithkin always make my mind go to Mirrorweave, and since this card bizarrely triggers proportional to all counters on it rather than just +1/+1 counters, the correct usage is obviously to Mirrorweave your cumulative upkeep creatures before deciding not to pay for their upkeep trigger.
If you want this kind of effect (aka dies make tokens) I think Hallowed Spiritkeeper is a far better card.
@tstorm823 could you put link to each card with [card][/card] tags. Sometimes I want to check the rulings for the card and now I have to search the card on gatherer.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I can't imagine you'd be running a significant amount of Kithkin in Alesha, Who Smiles at Death or Reveillark abuse lists, but relevantly Alesha hits this but not the Spiritkeeper. For all other purposes though, Spiritkeeper wins.
If you are doing anything with Kithkin, this is an all-star, but Kithkin are poorly supported enough that you probably aren't playing them. Even if you are, this card is eminently fair. I like the Mirrorweave idea though, that is pretty funny.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Not a problem, added above the card images.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Not counting changelings, there are 60. Outside of rebel decks, you might be looking at
Augury Adept
Ballynock Trapper
Ballyrush Banneret
Barrenton Medic
Battletide Alchemist
Cenn's Tactician
Figure of Destiny
Gaddock Teeg
Galepowder Mage
Goldmeadow Harrier
Goldmeadow Lookout
Kinsbaile Borderguard
Kithkin Harbinger
Kithkin Mourncaller
Kithkin Rabble
Kithkin Spellduster
Militia's Pride
Mistmeadow Witch
Order of Whiteclay
Patrol Signaler
Preeminant Captain
I guess lifegain has Apothecary Initiate, but why I'd play that over Angel's Feather or Tablet of the Guilds is I don't know. Lifegain also has Resplendent Mentor. And Brigid, Hero of Kinsbaile is a meta call, but still playable against swarm decks. And you have Springjack Shepherd, though I prefer Evangel of Heliod.
Derevi and Saskia gain a few kithkin just because they're appropriately evasive: Amrou Kithkin, Amrou Seekers, Goldmeadow Dodger, Mistmeadow Skulk, and Kinsbaile Balloonist. Note that many kithkin work better in class decks (knights, soldiers, clerics).
For changelings? You have Ameboid Changeling, Chameleon Colossus, Changeling Titan and the other champions, Mirror Entity, Shapesharer, maybe Taurean Mauler.
For kithkin tokens? You get to add Cenn's Enlistment, Gwyllion Hedge-Mage, and Repel Intruders. Maybe Cloudgoat Ranger and Guardians of Cloverdell.
This isn't counting tribal instants and sorceries, by the way. Mostly because this card couldn't use them.
Anyway, I like these guy because they pass the Sun Titan and Alesha, Who Smiles at Death tests.
On phasing:
In a +1/+1 countetd theme this takes some work, but might be worth it if you have enough recursion.
(I know, I know, it would go infinite with everything, but still).
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I guess I should have been more specific. I meant enough to actually be playable in commander. Sure, there's 60, spread over 5 colors when the most you can get from a kithkin commander is GW, and there are few that are actually playable.
Now, of course you can run non kithkin commanders to get more colors, something like Jidar and Ludevic to get access to the best available and have some synergy. That gets you Gaddok, Chameleon Co, Taurean, Mirror Entity, Figure, Augery Adept, Cenn's Enlistment, the lord, the harbinger, Cloudgoat, witch, whiteclay, militia's pride, galepowder, the lookout, the banneret, the borderguard, and maybe the mourncaller and rabble. The other interesting ones are tribal cards for non kithkin.
It would have to be a pretty casual 4 color deck that wants to be aggressive. that's kind of a weird spot to be in. Even a single return to lorwyn set would probably be enough to make W/G hit a critical mass, especially if the tribal was focused on the main tribes without focusing on classes, to be a coherent deck.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I'd say one of the best guildmages. Both of the abilities are pretty mana intensive, but they're very good as well. A little too dangerous with Turnabout for my liking though, being both half of two card infinite mana and a spout for that infinite mana.
Not needing to tap to use its abilities is a great reason to include it in decks also.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I'd say the only negative is that there are so many good cards in U/R spellslinger decks, and this obviously wants to go in spellslinger, that there is stiff competition, and you can only have so much redundancy before you run out of room for permanents in such a deck. This does have several advantages over its competition as the looting mode is relevant and not tapping means you get multiple uses a turn potentially, though you need enough mana to pull it off.
Unlike many of the other "spell support" cards, this guy is more broadly useful and can be good in decks that aren't dedicated to spellslinging. 10-15 low cost spells are all you need to make his second ability relevant enough that the total package becomes worthwhile. Even just being able to copy a bolt twice late game can be big.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Johnnygasm/10
On phasing:
Early Harvest works as well if you've got basics, and of course Turnabout