|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Uncommon|
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Artifact Creature — Shapeshifter
Imprint When Clone Shell enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order.
When Clone Shell is put into a graveyard from the battlefield, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Clone Shell Discussion
1 month ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
5 months ago
What would you suggest to take out?
5 months ago
If you want some late game punch, the trick with Alesha is to run creatures who are much bigger than their printed stats suggest! For instance, Arcbound Overseer, Clockwork Dragon, Sewer Nemesis and Ignition Team all have 0 power while they're in the graveyard, but much more when they come into play. It can almost feel dirty, but nothing beats the feeling of paying two mana to reanimate your Pentavus.
Other creatures worth considering include Garza's Assassin (you can kill a creature every turn!), Thought Gorger for the potential size and ability to discard other reanimation targets, Ravenous Baboons, Herald of Leshrac, Flayer of the Hatebound, Epochrasite, Clone Shell, Bone Shredder, Nighthowler, Murderous Redcap... plenty of nasty creatures that have good synergy with Alesha.
5 months ago
In modern, Clone Shell is better (and that is not a very good card).
5 months ago
You've got a cool version, Barsan. I like to way you've explained what your deck does much better than my ten word explanation.
6 months ago
Protean Hulk lets you dig out a litany of creature combinations for a tailor made victory based on the board state. As good as razaketh is, I would almost always recommend PH in this deck over him.
Banewhip Punisher kills almost indiscriminately while fueling your death triggers
Shadowborn Demon an extremely potent kill spell, subsequent early turn sac outlet depending on your yard state, and a solid body all tied into one card. I have tutored for this card as a repeatable commander killer far more often than any of my usual kill dorks.
In multiplayer, this deck should do quite a bit of silly things. My meren deck is tuned for 1v1, so our curves vary greatly. I focus on early game ramp, tutors, kill dorks, and some interesting dig abuse via Clone Shell, Treasure Keeper, and Protean Hulk alongside the usual suspects. Just some fuel for thought.
7 months ago
You're probably right about War Report. My group has a saying when it comes to "lifegaining scum," and the payoff with this particular card is that it puts you so far ahead that you should have time to do whatever you need. We're not really an infinite combo group, aside from a few peoples decks.
Bludgeon Brawl is for the magical christmas land where I also have Mycosynth Lattice/Puresteel Paladin and I steal all their stuff and beat them down with it for some silly amount of commander damage. Most of the time it's not good though.
Like any mana source, the Myr are less effective late game, early game they're a tad slow. Most of my ramp is colorless, so you don't think I need the coloured mana?
For me, Clone Shell is one of those pet cards that I like to try places. I like the potential of Blade of Selves into sac outlet (but I don't have enough of those unfortunately) so it may not fit here.
This is a first draft so I appreciate the feedback. Let me ruminate a bit, so I can decide what the slot in over the above. Instant speed equips is probably up there, and possibly the other Nahiri and the cat equipment lord.
7 months ago
Hi. Oh did not see the paladin somehow. But still the cat that lets you equip as an instant is missing.
Some cutting suggestions:
Clone Shell is too unstable. If it gets removed you loose a card and it is not that powerful.
Myr Turbine is really waaaaaay to slow and does not have a lot of impact.
War Report might give you a bit of life but you don't win through lifegain so why if it is the only lifegain effect in here except for the warhammer?
Bludgeon Brawl you have too less of those to make it count.
Iron Myr and Gold Myr your only mana dorks. Too less in number to be effective so put in something that is a threat or helps you being one instead.
I hope this helped. Greets MA.