Figure of Destiny

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Duel Decks: Heroes vs. Monsters Rare
Modern Masters Rare
Premium Deck Series: Fire and Lightning Rare
Eventide Rare
Promo Set Rare

Combos Browse all

Figure of Destiny

Creature — Kithkin

: Figure of Destiny becomes a 2/2 Kithkin Spirit.

: If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.

: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.

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Figure of Destiny Discussion

PhyrexianPreator on Aggro Rhino

5 days ago

Seeing as how you are probably aiming to go with a budget deck I will suggest Sandsteppe Citadel and Figure of Destiny. Sandsteppe gives you mana fixing and the figure allows the behemoth to have both abilities while also being a win condition by itself.

Also, don'y know if you are still working on this but I think you should continue with it.

Darth_Savage on Boros Tempo (Budget)

2 weeks ago

Student of Warfare is a less efficient Figure of Destiny, but it suffers the same issue of being a mana investment that is easily removed when you could be casting more relevant cards. Doomed Traveler replaces itself so has an upside, I like it for this deck. Only other 1 drop creature that could fit is Vexing Devil, normally giving your opponent the choice isn't a great play, however the card is cheap for either effect...

Chained to the Rocks is a nice card but it has a couple of flaws, first it encourages your opponent to destroy your land, second enchantment removal is either in most sideboards or main-decked. To my mind you'd be better running Journey to Nowhere.

ruy343 on The Mighty 1Ones!!

2 weeks ago

I love the idea, so I started browsing all red one-cost cards in Modern using Gatherer... I should be sleeping instead... oh well.

Since you're going entirely for one drops, you may want to condense your plans into two colors - when I playtested your deck with the playtest feature, I had a hard time getting a good start because the manabase is too diverse for getting things out quickly.

You might consider sticking with just two colors - red and white. The reason for that choice is because those are more likely to have "prowess" creatures (I think), and spells that boost all your dudes, rather than just one at a time (like green usually gets for low cost). Giant Growth might be replaced with Built to Smash, Taste for Mayhem Titan's Strength or Furious Resistance

Since you're trying to get lots of dudes into play, spells that boost all your creatures, rather than just one, might be best. In keeping with my red/white suggestion, have you considered Banners Raised, Weapon Surge or Coordinated Assault?

Also, here's a few one-drops that caught my eye.

A Crack the Earth on turn two after playing a little guy, forcing a slower opponent to sacrifice a land or mana dork, could be devasating. Also, replace Swords to Plowshares (Not modern legal) with something modern legal like Path to Exile or, in a pinch, Fiery Impulse or Flame Slash.

You might also try a crazy little Kuldotha Rebirth-BoNeSaW-Goblin Grenade if you want people to hate you...

ej133 on Jeskai Tax Collectors

2 weeks ago

Hi there!

Well, I'm a Jeskai fan too. These colors are awesome, even though the manabase is extremely expensive.

Your deck is a rough draft, so I'll try to give you some ideas. I'll try to keep it budget, because you mentioned it in the description. The best jeskai deck nowadays is Jeskai Nahiri, but this is far busted in finantial terms.

So, my tips are:

  1. Invest a little in your lands. Running a three color deck is very painful if you only have basic lands. Battlefield Forge and Shivan Reef can be a start, since they're not so expensive. If you really wanna go for it, get some fetch lands (Flooded Strand is the cheapest one in Jeskai Colors) and shock lands (jeskai ones are Sacred Foundry // Steam Vents // Hallowed Fountain). This is a bigger investment, but you can use them in other decks some day.

  2. Define a strategy. I said that your deck is a rough draft, because you don't have a clear win condition. The main thing you gotta keep in mind when building a deck is how you're going to win. Even if you're playing control. And, even more important, after defining your win-con you need to make sure it's consistent. Planning to beatdown with a Figure of Destiny in format with Fatal Push and Path to Exile is very questionable. Lurk around and see other strategies in jeskai colors. Inspire yourself or use someone else's idea, that's not necessarily wrong. Personally, I really like going with Geist of Saint Traft or Thing in the Ice  Flip.

  3. Understand how each card connects to each other. This is one of the hardest things. For instance, if you're playing a control build with a lot of instants and cards to deal with your opponents threats and do a late game beatdown, Bedlam Reveler does a very good use of your graveyard and also draws you 3 cards to keep your hand fueled. Or else, if you wanna build board presence and push your enemies back Elspeth, Sun's Champion or Captain of the Watch can generate you extra tokens to push it. Right now you have some cards that don't really bind together, like Stormscape Familiar.

  4. Use blue. Blue is one of the most interesting colors in Magic: The Gathering. It gives you interactions and, most important, card advantage. Read some articles about tempo, it might clear up your mind. But, basically, what I mean here is: if you access to blue, you can handle threats in the early game with counterspells like Mana Leak, Spell Snare, Spell Pierce and Negate (and even Dispel maybe) or generate card advantage with instant speed draw engines like Peek, Think Twice or Telling Time. You don't really need to worry doing anything in your turn, you can just let your opponents fall into thinking you're not prepared for their threats. And, even if you can't counter everything, blue gives you awesome cards like Vapor Snag and Cryptic Command (this one is expensive, but whatever). So, trust in blue magic. Not creatures, blue creatures are bad. Blue magic.

I hope I lead into some critical thinking about your deck. It's not meant to make you unsatisfied with this, but to get you to a higher place in deckbuilding. If you want to discuss more about jeskai decks feel free to add me or to take a look at my lists. I'm always happy to help new players improve.

See ya!

Kevaka on Rampaging Fire Breathers

1 month ago

DHWorlds, the Figure of Destiny was originally in the deck but got cut because it would take to much mana to off the ground just to be removed.

DHWorlds on Rampaging Fire Breathers

1 month ago

Figure of Destiny as a 1 drop can get big enough to win the game alone.

Logics on Boros Aggro Deck

1 month ago

Hey. I like where you're trying to get to with the deck, but as far as the modern format goes, this deck will not line up well. Let's get into why for a little bit.

For starters, aggro decks want to be off the ground much faster than your deck is capable of. I would suggest you play around 12+ 1 mana creatures, to guarantee that you start off quick. Cards like Monastery Swiftspear, Champion of the Perish, Goblin Guide, Figure of Destiny, Judge's Familiar, Legion Loyalist, Rakdos Cackler, Stromkirk Noble, or Thraben Inspector could all be reasonable, depending how much you want to spend.

Secondly you need lands that enter untapped. Battlefield Forge is a reasonable option, with Sacred Foundry and Arid Mesa being the best, but ultimately most expensive options.

I would also take any cards that cost more than 3 mana out of the deck. You want to hit the ground fast, and kill them before they can react. I would also cut Renegade Map because doing that turn 1 in modern can make it impossible for you to ever applyu pressure for the rest of the game. I would find a way to put 4 Lightning Bolts and some number of Lightning Helixs in your deck, as well as going up to 4 Boros Charm. Path to Exile is also an excellent card, but runs a bit more money.

Here's an average of how many cards you may expect of each kind in the deck:

25-29 Creatures, 19-21 Lands, 9-11 Spells, 1-2 Enchantments

Hopefully this helped a little bit. I have been playing modern a while now, and like yourself, love deckbuilding.

http://gatherer.wizards.com/Pages/Advanced.aspx

The link above is a wonderful tool for deckbuilding. You can narrow down a search and look up any card ever printed for magic. If you have any questions, feel free to ask me, I'll try to help any way I can. To tag me in the post just put 2 square brackets around my name on either side (ex. [ [ Logics ] ] but with no spaces).

greatdevourer on Enchants on Enchants / White Privilege (WIP)

1 month ago

Is this deck meant to be a casual or a tournament deck? What are your goals or design ideas?

At first glance, the Aether Vial doesn't work in this deck as you have too many different casting costs to make the Vial worthwhile.

Have you considered Smite over Smite the Monstrous? You can cast it after declaring blockers but before the damage step.

I'm not a fan of Serra Angel. I like the artwork and she used to be good, but there are better options now. Look at Baneslayer Angel for the same mana cost.

I would recommend moving the Trained Caracal and Angelic Destiny to the mainboard to increase your early game creatures. Additionally, you could win a game with just the Angelic Destiny on the Trained Caracal if that was all you had. Making that change would make the Aether Vial a viable sideboard card. Then you could use the Vial when you need to sneak in a Trained Caracal or Mother of Runes under counterspells.

A quick look at Gatherer later, it looks like Hopeful Eidolon, Herald of Anafenza, Figure of Destiny, Elite Vanguard, and Doomed Traveler all look like good fits for the deck. Of course, knowing more about your idea for the deck and what direction you want to go with it would help in recommending changes.

Let me know what you think.

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