|Commander / EDH||Legal|
Printings View all
|Khans of Tarkir||Mythic Rare|
Combos Browse all
Creature — Shapeshifter
You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
Price & Acquistion Set Price Alerts
|Have (19)||NOGzFTW , mentor6 , MoJoMiXuP , acbooster , Antiat , DrLitebur , awalloftext , Crimson6 , CampbellStev , philktoken8998 , Dawnsly , bakeraj4 , rebelteddybear , mcstang1986 , kpral , ironax , Forkbeard , gildan_bladeborn , Big-Foot|
|Want (4)||Pocketmouse , xpsychovampx , BlueMageBrandon , rakdos24|
Clever Impersonator Discussion
1 day ago
Sup, here are my initial thoughts:
Lands:Surprised you're not running Mikokoro, Center of the Sea. You can prob come down to 37 lands too.
Creatures:I'd prob cut:
I'd prob bring in:
- Clever Impersonator
- Sakashima the Impostor
- Archfiend of Ifnir - spicy board wipe synergy - breaks through indestructible too :D
- Seizan, Perverter of Truth
- Consecrated Sphinx
- Niv-Mizzet, the Firemind
- Sire Of Insanity
I think these would be pretty sick in place of all the other enchantments:
- Liliana's Caress
- Fevered Visions
- Underworld Dreams
- Breathstealer's Crypt
- Helm of the Ghastlord
- Leyline of Anticipation
- Leyline of the Void
- Hive Mind = EPIC!
- Well of Ideas
Could prob add more rocks too.
Instants:I think these are the only instants you really need:
These are prob the only ones I'd run:
4 days ago
I've been playtesting a similar deck for quite some time now with many keycards u also run, but no combos ;) and also no counterspells, because they are very meta dependant.
So, I wanted to show you some cards:I know i already told you about him, but Clever Impersonator is a really versatile card. It can copy a staxcard or a planeswalker. I think planeswalker always benefit from having a lock on the game and i find it really hard to get rid of them when an opponent controls one. And with a manland in play you can almost me sure the cast the ult before you opponent can.
Other cards I consider playing are Balancing Act, I dont own it yet, but i think it can be really strong and i will playtest it in the near future.
Then there is Damping Engine. I think its too costheavy, the effect is too weak and it often will target yourself because you floot the board with artifacts thus have the most permanents.
Yeah, then there is of course Sculpting Steel almost always nice, cheap card and it can become a second Smokestack for really fast Stax.
Inspiring Statuary is also a really solid card. It itself taps for the improvise effect and every nonmana artifact does mana now, yay. so casting GAAIV for the 3rd time is with this card not really that hard anymore;)
6 days ago
1 week ago
This...this is majestic. Still though, where's Clever Impersonator?
1 week ago
This is a suggestion to speed up the EDH format, mainly for multiplayer games!
I am fairly new to the EDH format and have played only a couple of games. I won half of them.
The first time I played Magic: the Gathering was in 1994. I played casually within the same group of friends until 2002. I also racked up some DCI points, but nothing more than an average player would. I never won much, because either my play was too slow, or my decks were too big, easily going over 60, because I liked a card or combo.
Always playing reactive, trying to control and steer, to win with a killer combo - as we all aspire to do...
This cost me some tournament points for finishing a round without having finished the game. It also seems to annoy friends.
Some friends suggested to use chess clocks to apply a time limit per player. This can easily be done for 1-on-1 games, but although it's fairly easy to make a relay timer, it is unfair to use in a multiplayer game because of the time needed to react and the nature of the EDH game.
That is why I've come up with the Phyrexian Burn concept.
The name is based on the Phyrexian Arena which, if you don't gain any life or win from your opponent, causes you to lose the game after 20 turns in a normal game.
In Phyrexian Burn, or EDH(PB) each player gets an allotted (=10) turns to play, regardless of time.
I actually based my first calculations on a 1-on-1 standard tournament round, and extrapolated that to an EDH format. This gave me a limit of roughly 20 turns. What I forgot in my calculations was the 'best-of-three' limit. Which would mean, in all fairness, that 10 turns per player would be better for a 4-player (or more) EDH game.
The last player - the one whose turn it is before the first player takes his second turn - keeps track of the number of turns played.
This is to make sure each player gets the same number of turns. If a judge or other game official is appointed, that person is responsible for keeping track of the turns.
After turns, each player that did not lose and still has 40 or more life, wins the game. This can mean that players are tied for the win.
Also, after turns, if no player has 40 or more life, the player with the highest life total wins. This negates poison counters, Platinum Angel and similar effects or cards at this point.
This is to give each player a fair chance to survive. As long as you're not eliminated, you can be a winner.
This forces players to come into action before turn , to make sure they don't end up in a tie.
Although this seems long, it also forces a certain deck strategy. It's fine to wait -2 turns to get the right combo started, but after that, you still need to get rid of the opposition.
This allows players to try out a combo, or bring their champions on the battlefield before trying to end the game. Fast decks may have an advantage, but this is where skill becomes more important.
Extra turns can create an extreme advantage for one player, but the turns limit remains! This means that players with extra turns can lose by not eliminating their opponents quickly!
Players who skip their turns, actually forfeit that turn.
This means that Magosi, the Waterveil can cause you to skip turn 20, without being allowed that extra turn.
When playing EDH with a turn limit, you have to consider the fact that you'll play with a small number of cards in your deck.
You will see about 16%-25% of your deck, which roughly means 10 land cards and up to 15 others. To win against multiple players, you'll need to be able to create combos with that limitation. Scry and search might become a necessity!
The Commander is likely to play a bigger role in your midgame strategy, to make sure that you don't end up tied. Commander damage won't win you the game if you don't eliminate your opponent with it!
You can eliminate an opponent by dealing more than 21 points of Commander damage. Realistically, this means attacking the same opponent five times or more. To eliminate multiple opponents, you'll need your other cards, or other opponents, to do the work.
Players (or judges/organizers, etc.) decide together on the maximum amount of turns per player before play begins.
The is a mere recommended average. Skill level, budget, experience and speed can all be factors. The maximum should be 20.
Of course, players can still decide to use a time limit, taking into consideration that each player knows all the rules by heart and plays by those rules.
It is difficult to track time though: if one player reacts to another one, or a triggered effect needs to be resolved, keeping time becomes a burden. A collective time limit would be advisable here, but not to force slow players to give up or be bullied!
I hope Phyrexian Burn will find some traction and fine tuning and perhaps become a standard rule or variant.
Please keep the discussion on topic.
2 weeks ago
Thanks for the suggestion weiman. However, I like Clever Impersonator better because I can copy any permanent, instead of just any creature. I most often use Impersonator to copy one of my own permanents, which is often more effective.
2 weeks ago
You need a lot more ramp if you are gonna run 33 lands. I think the biggest thing people make mistakes with when building Jhoria decks is they put too many finishers in and not enough card draw and mana ramp (Fellwar Stone, Darksteel Ingot, Hedron Archive, Thought Vessel, Thran Dynamo). I think it's much better to ramp Solemn Simulacrum, draw a bunch Pull from Tomorrow, then put a bunch of stuff on suspend than do one or two things at a time. Also, since people will be able to see the threats coming, more low drop blockers or things that deter attacking are necessary: Clever Impersonator, Stunt Double, and other Clone type cards can do great at keeping you alive early and copying your big things late. Reality Shift Chaos Warp and Divergent Transformations are all good removal in blue and red.
Also you are missing: Fury Charm, Paradox Haze, and Timecrafting. these all change the math of when your threats become real, and thus can be used to increase your chance of survival. Quicksilver Amulet is a good way to cheat things in at instant speed.