Destined / Lead

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Uncommon

Combos Browse all

Destined / Lead

Instant

Destined:

Target creature gets +1/+0 and gains indestructible until end of turn.


Lead:

Aftermath (Cast this spell only from your graveyard. Then exile it.)

All creatures able to block target creature this turn do so.

Browse Alters

Destined / Lead Discussion

JuQ on

4 months ago

Deathtouch works wonderfully together with trample (you only need to asign 1 point of damage to the defender and trample the rest), so cards like Overrun would be a nice finisher in the deck. Revenge of the Hunted is a nice alternative/redundancy to Destined / Lead

Frist strike and deathtouch is also a broken combination: Glissa, the Traitor is absolutely badass because he already has the combo on herself and her triggered will help you retrieve some of your important artifacts. Equipments that give you first strike are also a good choice Chariot of Victory , Bladed Pinions , Sword of Vengeance ...

Hapatra, Vizier of Poisons and Pharika, God of Affliction create more deathtouchers. Hapatra may need some help to get through, but Pharika is pretty good on her own, your deck already has a lot of creatures, and it can be used also as graveyard hate if needed.

Acidic Slime , Liliana's Reaver , Gifted Aetherborn , Gonti, Lord of Luxury , Skullwinder , Vengeful Pharaoh and The Gitrog Monster are some other of my favourite deathtouchers.

Caerwyn on How does Food Chain really ...

9 months ago

The Commander Tax is an additional cost, defined by rule 903.8. Additional costs do not change a card's converted mana cost.

In fact, there are only a very, very limited number of situations where a card's converted mana cost can change.

  1. Spells with X in their cost (such as Fireball) will treat X as 0 for the purpose of calculating CMC in all zones, except when on the stack. On the stack, X is whichever value was picked when you cast the spell. So, for Fireball, its CMC is 1 when in your hand, library, graveyard, exile, or ante zone; while on the stack, it can change (ex. if X = 5, the CMC would be 6).

  2. Split spells, such as spells with Aftermath, Fuse, or vanilla split spells will have a CMC equal to their total casting cost when in any zone other than the stack. While on the stack, their CMC is equal to whichever side(s) of the card are being cast. So, for Destined / Lead, the CMC is 6 in most zones, and either 2 or 4 on the stack. Catch / Release is 9 in most zones, and can be 3, 6, or 9 when on the stack.

Your friend is missing a key combo piece - you need to get infinite mana before you start messing around recasting Tazri.

One way to do this is by having a creature you can cast from exile, such as Misthollow Griffin . You exile Griffin with Food Chain, netting you 5 mana. You recast Griffin from exile, and now have one floating mana. Repeate ad nausium, until you have an infinite amount of mana.

You can then exile Trazi with Food Chain and recast over and over again using the infinite mana you have already amassed. Each time, Trazi will trigger the ally's ability, burning for the win.

Valatrix on Sacrifice to the Fates

11 months ago

thats an interesting idea. since i'm building a golgari deck, I might consider it. Or splashing red, though I might end up with a similar problem to when I had blue. The only reason I prefered the green is because of Destined / Lead and Vraska the Unseen, which creates another win condition and helps keep the field clear if I use a creature with death touch, or better still target agent of the fates with both halves of it and attack.

Caerwyn on CMC and Kicker

1 year ago

Boza is correct, though, there are two additional exceptions I figured I'd mention.

Fuse:

In most zones, Fuse cards like Breaking / Entering have a CMC equal to their total cost. When on the stack, their CMC is equal to whatever you cast. So, Breaking / Entering has a CMC of 8 when not on the stack, and can have either a CMC of 2 (Breaking only), 6 (Entering only), or 8 (both) when on the stack.

Aftermath:

Cards like Destined / Lead follow the same rules as Fuse--in most zones, they are equal to their total CMC, and when on the stack only equal to the part that is cast. The only difference is the two halves can't be cast together, so there are only two different possible CMCs when on the stack.

He_Who_Hungers on Sistas of Stone Cold Death

1 year ago

The theme is strong is this one. Awesome deck!

Maybe add a Lure to scrimp on those green babies for SoSD (or something else to let her get through). Although you're kind of already doing the same with Gift of the Deity and Destined / Lead. Alternatively, you could strengthen your game on the other side with Echo Circlet or Vanguard's Shield.

IntegerDevourer on Golgari Explorers

1 year ago

I like Destined / Lead in combination with your servos, the lure can make your big beefy boys get by unblocked and/or Torment of Hailfire to utilize all the extra mana you're making with Rishkar, Peema Renegade to blow your opponent up without even touching them.

Steve_MTG on Polyraptor/Forerunner Combo?

1 year ago

First to say, I really like the idea of getting infinite Dinos and finishing your opponent with them.

But, like already stated, infinite is not possible without giving your Forerunner of the Empire indestructible, because it will kill itself once the third Dinosaur entered the battlefield.

Cards that make at least one creature indestructible (in Standard):

Also, I'm missing the option to finish off your opponent the turn you'd go infinite.

Possible Options:

  • anything that gives your bunch of Polyraptor haste.

  • Bellowing Aegisaur: Prevents your first polyraptor from dying, so it can attack; but need a second Aegisaur to survive more than four damage.

  • Snapping Sailback: Gets bigger on himself while taking damage; would need to be on the board the turn you go infinite.

  • Sun-Crowned Hunters: Combine it with the two Aegisaurs and you have the MG that kills off your opponent.

Like I see this, you either have to splash white (for the bellowing ones) or find something that gives all your creatures indestructible.

FlabbyAbs on Reanimation

1 year ago

Liliana planeswalker would be good here. Merfolk Branchwalker seems like it'll go with the theme over Dusk Legion Zealot. As far as reanimating there only 2x cards that do that here. Beyond Liliana and the new enchantment I'm not familiar of any reanimating stuff in standard worth looking at.

Supernatural Stamina over Destined / Lead seems like a quick, cheap, and effective alternative. It might even be better than Blossoming Sands here, too.

Arguel's Blood Fast looks a little weak. Running Branchwalker and Dusk Legion Zealot will give more value and bodies.

I'd also suggest just a few dual-lands. Even evolving wilds if anything.

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