
Combos Browse all Suggest
- Archaeomancer + Cloudshift
- Cloudshift + Grab the Reins
- Acidic Slime + Cloudshift
- Cloudshift + Thragtusk
- Cloudshift + Fiend Hunter
- Cloudshift + Forerunner of the Empire
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
- Flickered Akroma, angel of wrath and abrupt decay
- Will flickering a card to and from exile avoid 'sacrifice at end of turn?'
- Morph and blinking the creature
- If I use Whip of Erebos to unearth a creature and I then target them with Cloudshift, what happens?
- Can what fetches fetch avoid nukes like flickering a permanent does?
Cloudshift
Instant
Exile target creature you control, then return that card to the battlefield under your control.






chibp on
Bouncing Niko
1 month ago
Rekt_Angles on
The Extra Spicy Splicers
2 months ago
I second the suggestion of Conjurer's Closet, but also Displacer Kitten, Eldrazi Displacer, and maybe some other flicker effects like Cloudshift, Ephemerate, or Flicker.
You could also run some "exiled cards matter" themed pieces since your commander can exile things from the graveyard. Riftsweeper seems like an interesting insert, though maybe not the best option. Riftsweeper is, however, hilarious against Suspend decks
Yesterday on Profane Prince interaction with Reanimate
4 months ago
Any double-faced card has only the properties of its front face while it's anywhere other than the battlefield (or in the case of Modal Dual Faced Cards like Blex, Vexing Pest Flip, the stack).
The card will go back to being Westvale Abbey while it's in the graveyard, so it can't be targeted by Reanimate.
If an effect does reanimate a DFC, it'll only reanimate it on its front side unless that effect specifically says otherwise. Crucible of Worlds and Splendid Reclamation can each bring back out the Westvale Abbey, but it will only be a Westvale Abbey. You'll need to transform it again. Same principle with triggered reanimation effects like Marchesa, the Black Rose.
The card being treated as its front face is an immediate thing that doesn't use the stack. I.E., if Ormendahl dies, there is no moment before it flips back to Westvale Abbey in the graveyard where you are able to cast Back for More to bring it back first. Likewise if Ormendahl is targeted with a Cloudshift, it'll be exiled and immediately turned front-face up again, then reenter the battlefield as Westvale Abbey.
DMBrandon on
Population Bomb
4 months ago
kamarupa that's a lot of good advice. I made some changes based on your suggestions. First though, let me clarify what I meant when I said fast paced. I simply meant low mana cost average, not a "turn 3" win condition. We play a lot of kitchen table MtG, not competitive. Ideally, I have a good setup and finish up the game with Finneas or Overrun by turn 7. Now to the changes. I removed Call of the Conclave and Wake the Reflections like you advised. I agree that don't add much value. I kept Druid's Deliverance because fog is more cost effective, I get the added value of a populate. I also kept Selesnya Charm because of its versatility. I decided to go full-tilt on Hare Apparent, taking advantage of their unlimited number rule and add Cloudshift to abuse this further. I know a lot of people go life gain with token decks, but I wanted to keep this deck more simple and go for a shout out style. Again, I know it's not a crazy competitive deck, but I want something that will be fun to play specifically into my friend's goblin deck. And throwing rabbits at him is hilarious to me. :) Thoughts on the changes?
kamarupa on
Population Bomb
4 months ago
Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.
In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.
That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.
For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Garden & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway
Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.
Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.
Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.
Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.
I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.
Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.
The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.
Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.
Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.
Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.
Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.
Growing Ranks is pretty good, but at 4MV,it's on the slow side.
Overrun is a good spell here, and I think you've got the right number.
Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.
Something like Ephemerate or Cloudshift would probably be good with Hare Apparent
I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.
Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.
Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.
Ravine1890 on
Angels
5 months ago
Also, maybe some Ephemerate or Cloudshift for some flicker goodness looks good since you're making use of some ETB effects. Not sure how that fits, but maybe a different angle you can take with the build.
It gets you more card draws, some surprise pump and some value on creatures already on the board.
king-saproling on
Aurelia Combat Master
1 year ago
Have you considered these cards? Cloudshift, Ephemerate, Flicker of Fate, Justiciar's Portal, Slip On the Ring, Acrobatic Maneuver, Scrollshift, Distinguished Conjurer, Gilraen, Dunedain Protector, Livio, Oathsworn Sentinel
After you declare Aurelia as an attacker, you can respond to her triggered ability with a Cloudshift effect to flicker her, making her a new object. Then when she attacks during the 2nd combat, her ability triggers again to get you a third combat. The creatures who have cloudshift abilities are extra nice because the number of extra combats you get is only limited by the amount of mana you have available to spend on their abilities.
legendofa on
Take Control
1 year ago
You're in the colors of counterspells and protection, with and . Flickering Ward and Counterspell are reasonable options, and Swiftfoot Boots lets her start doing her thing as soon as she comes out.
For blink effects, Cloudshift, Ghostly Flicker, and similar effects let you both protect one of your creatures and keep control of your opponents' creatures. Since these cards specifically return the exiled creature "under your control," you can basically reset the control effect. Like, if you took a creature from an opponent with Merieke, you can blink it with one of these cards and keep it under you control without having to keep Merieke tapped.
I also like Fool's Demise for this sort of deck, as a personal favorite.