|Commander / EDH||Legal|
Printings View all
|Magic 2014 (M14)||Rare|
|Magic 2013 (M13)||Rare|
|Duel Decks: Venser vs. Koth (DDI)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Revised Edition (3ED)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
Creature — Shapeshifter
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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1 week ago
Have you tried throwing in some creatures with changeling? Things like Cairn Wanderer and Shapesharer are still priates after all. To help get damage in for the admiral, Levitation and other evasive anthem effects might be useful. Don't overdo it on tribal support either, you can easily get away with tossing in some better quality creatures, provided the effect they give is worth running them. I agree with the comment above that you may have a hard road ahead to make it work, but you could theoretically win if you play smart and lessen your grip on the tribal theme. I also noticed a lack of Clone type creatures in your deck. Dack's Duplicate Evil Twin Body Double and Quicksilver Gargantuan are all half decent and can either be a pirate on entry or a more serious threat an opponent has. Sleep and other tap everything down effects wilk get damage in for you too.
1 week ago
The shapeshifter creature type doesn't have any special rules meaning on its own. Only the actual Changeling ability grants all creature types. A Clone card in a graveyard is just a shapeshifter.
1 week ago
3 weeks ago
Thank you for sharing your great deck. I am a long time follower and I love this deck, because it plays the kind of magic which I enjoy the most: Artifacts and a mono-white build. Let's face it: mono white is the single-worst color in Commander. However, your deck is powerful with strong synergies and a flavourful theme, without swingy, game-ending cards and combos. I am taking a break from competitive commander, because it does not fit for me. There are other formats that do that for me. Therefore, I am strongly considering building a mono-white attrition deck for a more casual meta.
I would love to hear your thoughts on some cards.
Mana Crypt it is amazing, but it can do a lot of damage to you (1.5 a turn on average). It is great for decks that try to win fast. I think its probably fine to add it here since you have lifegain but I feel like you are a little slow to try to push for the win. The damage can add up quickly, especially when you aren't lucky with the random results.
Wayfarer's Bauble is solid land ramp. I would rather have lands in play than a mana stone as they tend to get blown up. It's cheap to use and doesnt leave you with a target for things like Austere Command. It also lets you ramp into a turn 3 Balan, Wandering Knight.
Tithe is instant speed and let's you dropping lands when you fall behind.
Sensei's Divining Top I have started seeing this card a bit less as a staple for every deck.Card selection is always amazing and the more often you can refresh your selection the better this card becomes. It is amazing when you can manage to shuffle once per turn. This means that every turn, you get access to the best of three cards as your draw. It is great for trigger Miracle, like Terminus, even in your opponents turn. However, you don't have a lot ways to shuffle your deck to filter off the bad cards.
Crystal Ball is topdeck manipulation where you dig into the cards you want or need. Whithout many shuffle effects it can make a nice addition.
Mind's Eye is one of the more powerful actual card draw effects available to mono white. It does not provide topdeck manipulation and it consumes a lot of mana. It is no Consecrated Sphinx and it may sit for a round until it provides value. However, it is very reliable card draw, especially if not answered quickly.
Crucible of Worlds is a good backup plan for your many utility lands. It turns Inventors' Fair into an engine. You already run Buried Ruin and Petrified Field which make this setup hard to disrupt. Personally I like including fetchlands if you are going to include this card just to expand what you can do with it. In mono color I tend to not run fetchlands. With Crucible I would consider fetchlands so I tend to have more shuffling, also for Sensei's Top.
Rout can wrath the board at instant speed as a nice surprise option.
Tragic Arrogance and Divine Reckoning work good with your voltron strategy. Keep your best creature and equipment and destroy the rest. Tragic Arrogance can also handle Indestructible and Hexproof, which is a great benefit.
Hallowed Burial Generally speaking I find it hard ever wanting to miracle Terminus. It can be nice with topdeck manipulation especially with Sensei's Divining Top, but I have also concerns with that card. Overall, I feel like the cheaper overall mana cost of Hallowed Burial could be a bit more solid than the random situations where you can profitably miracle cast Terminus.
Grasp of Fate and Angel of Sanctions are both efficient and versatile removal options. Your opponents will typically answer them quickly to get their cards back. I see it more like tempo cards, if you want to push for the win.
Ray of Distortion is costly, but I think it's an underplayed card. Instant speed two-for-one removal is not too bad in my book.
Serra Ascendant is more aggressive and looking for swords. It's a nice and cheap beater.People get really pissed off when they see this on turn one and it usually leads to the whole table running you over first. Anyway, after clubbing a single opponent to under half life people start stabilizing and then you will turn the game into archenemy.
Transcendent Master Not really sure what to say. I think it's a very flavourful option and he gives you something to dump mana into. He can carry equipment and scales well into the late game. On the other hand he is very slow and everybody at the table will see it coming.
Wall of Reverence acts as an amazing blocker paired with its lifegain it grants some great sustainability. You don't need to attack to gain life, which makes it great in more situations against decks that push hard on life. You also get the life end of your turn which can make a differnce.
Gisela, the Broken Blade comes down early, has evasion and lifelink. She's an efficient beater.
3 weeks ago
This is quite the confusing thread, and Ziembski is the only one with a correct answer here. As a matter of fact, you wouldn't normally announce which permanent Clone will become a copy of until it resolves, which is long after Prossh's ability would have triggered.
@DRACULA150704: You're right about everything you said, except that Prossh doesn't have an ETB ability. Its first ability triggers when cast, and since Clone becomes a copy of the permanent inbetween the stack and the battlefield, that ability can't trigger.
@darkmatter32x: The casting cost is (as well as an additional for every time the creature has been put in the command zone, if you're playing the Commander variant). Nothing is an additional cost that isn't specifically designated as such - especially cast triggers, which only trigger after finishing the process of casting a card (meaning to put it on the stack).
Also, the legendary rule has nothing to do with this at all - all it does is have a player that controls two permanents with the same name choose one of them and put it on the graveyard. This doesn't prevent that permanent's ETB abilities from triggering, but as stated above, Prossh doesn't have one of those.
3 weeks ago
Yeas, you get 4 kobolds because Clone enters as a copy of Prossh, Skyraider of Kher, triggering the EtB effect because it has already turned into Prossh, Skyraider of Kher before it enters the battlefield.
3 weeks ago
If a Clone enters the battlefield as a copy of Prossh, Skyraider of Kher do you put 4 kobolds into play (assuming you spent 4 mana to cast the spell)? Do you get no kobolds because at the time of casting its just a Clone, not becoming Prossh until it hits the battlefield?
4 weeks ago
I previously was under the impression that the clone just returns to the battlefield normally after it exiles itself, but I've read people saying that due to rules changes in Shadows Over Innistrad, the clone now remains permantly exiled. However, the relevant rule (701.26) doesn't seem to imply that to me at all. Is it because it returns and transforms as a single action? The way I read it, the transformation should just not happen, and it should just return to the battlefield normally. Can someone clarify this for me?
For the sake of example, let's say it's a Clone copying a Jace, Vryn's Prodigy Flip and that activating the ability of the clone leaves us with at least five cards in the graveyard. What happens, and more importantly, if it doesn't return, why?