Filigree Familiar

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Filigree Familiar

Artifact Creature — Fox

When Filigree Familiar enters the battlefield, you gain 2 life.

When Filigree Familiar dies, draw a card.

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Filigree Familiar Discussion

Cai_Zer on Heartless Glimpse

2 weeks ago

That would be great. I would suggest to add Shimmer Myr and use Lifecrafter's Bestiary instead of Beck. Then add some Semblance Anvil To get more option aside from Heartless Summoning. I would also suggest Filigree Familiar for sideboards.

Hyperalgialysis on Tezzeret, Master of Metal deck upgrade

1 month ago

Ok, so first buy a 2nd copy of the deck. You will then have 2 copies of Tezzeret, Master of Metal and 4 copies of Tezzeret's Betrayal. This will be a huge step in the right direction. Tezzeret's -3 ability is where you will get most of his value. You want to run as many artifacts and artifact creatures as you can. Scrapheap Scrounger Treasure Keeper Filigree Familiar Fleetwheel Cruiser Skysovereign, Consul Flagship and Merchant's Dockhand are all cheap and solid cards to include. To this end, Tezzeret's Simulacrum is great for his ability. Tezzeret's Touch is decent, but provides real value when attached to one of the vehicles mentioned above. They still keep their abilities when enchanted, so the Fleetwheel Cruiser has trample and becomes a 5/5, even better tho since if it dies you don't need to bother with crewing it since it becomes a creature on entry to the battlefield. Metallic Rebuke is also inexpensive and very good in this type of strategy, if you cant get Fatal Push the lifegain from Tidy Conclusion will make it a little more playable.

Unicornsareevil on U/B Emergevoke

2 months ago

really like the deck but have some suggestions.Firstly Serum Visions in this deck would be better than Opt because your digging for key pieces and setting up your next turns. Opt is better in control decks were you can dig at instant speed for an answer. Secondly Filigree Familiar as cool as he is seems a little pointless. If you cast him and then emerge with him all you've really done is gained two life and cycled a card. You seems to have the best evoke and emerge creatures but might want more emerge/less evoke creatures to get a 50/50 split. Maybe add Drownyard Behemoth since it has flash and that would mean you wouldn't have to rely on the leyline. Also I think that Inquisition of Kozilek and Negate are probably the best spells for the deck. Since your a stompy combo deck your main threats will be control and over combo decks. I'd still keep push and leak in the side but they're best against aggro.

K1ngr3ese on Gearhulk Exploitation

2 months ago

I can see it is pretty straight forward. Problems I had when play testing

Consistency. You are trying to break ETB triggers, I would say 4 Panharmonicon, this makes your etbs worth it more consistently.

Removal. Since it is lacking consistent removal SPELLs, i would say go all in on your creature based removal, add another cataclysmic and maybe swap seeker squire for Kitesail Freebooter for control matchups, and consider Dusk / Dawn then supplement with enchant/artifact removal... ie, Cast Out

I was not a fan of having Supernatural Stamina in my hand... neat trick, wasnt game breaking. Due to how heavily the deck uses artifacts, consider Scrap Trawler. Noxious and combustible bring back any artifact. You can cataclysmic to dump artifacts from play into gy and scrap trawler brings a bunch of back to your hand... could be an interesting cycle of filligrees.

Other thoughts... i think the deck lacks a killer instinct. Gear hulks are great! I love them! Check out some of my builds (I make reaimators around them). In this deck, i could see you drop the red altogether because Refurbish is your only reanimate. Combustible is considerably weaker because of the lower CMC avg you have. Due to having less reanimates, the draw,discard is also weaker. I think you could make this stronger with just black/white tempo Syndicate Trafficker+Scrap Trawler. Liliana, Death's Majesty for an added way to reanimate. instead of Cut / Ribbons you could use Torment of Hailfire or even run it red/black and cut the white.

Summary... i know im all over but There is a basis here that has been done and is fun when you get to pull of some silly powerful things, just needs focus. I think 3 colors is spreading it thin and hurting the power because of the early game you seem worried about... (Although i understand wanting to use all the gearhulks - i use them in my reanimator but im all in on turn 4 gearhulks) Lastly, consider your curve very carefully. If you are worried about agro, early control and sweepers may be better than undercurve cool etb creatures. Is Filigree Familiar a better play than Sweltering Suns? Those decisions matter. These things change the way your deck plays and may not be what you are after. Hope this helps!

IzzetFanatic on If you hate people... Play this deck

2 months ago

@Pheardemons: I like the idea of playing Emperion so I shall try to use it. The biggest difference is its mana cost. That one turn is super important imo. Also at my local cgs there is a lot of infect running around so I generally have to work around that.

As to Supreme Will, I think its worth it to playtest with it. A split could be good. I feel like a lot of times the ability to actually get card advantage off of the card as opposed to just cantrip with it is really useful. Discarding unwanted cards also thins your deck out a bit unlike the will after you shuffle your deck. I think the counter could be very very influential but holding up 3 mana for it is a little gross if you're early in your game. I think at most times in the early game you'd rather just let their threat hit the board and then take care of it later, instead using your three mana to use its draw ability which I think is significantly inferior to Thirst for Knowledge's. Ill try it however and I am also optimistic about maybe doing a sort of split.

I have decided to follow your lead and main Spellskite as well as it is a 0/4 for two mana. That in game one is very good and the fact that it will shut down quite few number of other decks is really good. I'm gonna guess that this card will often be sided out tho.

Epiphany at the Drownyard is really just personal preference. I am running a 1/3 split between the drownyard and the Thirst for Knowledges. I feel like it turns on at about 5-6 mana and helps you snowball in the end game. When you use it you just have to have the mindset that you won't cast it unless they don't have a threat to play. Most of the time countering their spell or killing/bouncing their creature instead of drawing with the epiphany. But there will be times when they don't have a threat and then you get so much value from the card.

I am thinking that Trickbind could be really good now too. The value it gives when you shut down entire combos for a turn is really really good and while you don't get to cantrip with it I think that in this meta the exra versatility of Trickbind puts it barely over Squelch in usefulness.

I have added Endbringer and taken out a Solemn Simulacrum as I believe with the addition of Spellskite our early game.

As to Filigree Familiar... Seems like a strictly better version of Bottle Gnomes on the surface but I'll look into it a bit deeper.

I think that Urza's Factory while good would crowd out Mirrorpool. I'd consider adding it if I removed another spell but as of now Mirrorpool has been serving me really well as it helps get the edge in a game where you have tron but you're still deadlocked with your opponent. The factory could help you stabilize if you have tron but no money cards but It's not that efficient. That's just my thoughts.

Thanks for the advise wanna play on Trice sometime?

Pheardemons on If you hate people... Play this deck

2 months ago

IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.

As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.

Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.

So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.

As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.

You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.

Pkflute497 on Poppin Bottles

2 months ago

Hey I notice that you are running some creatures that I think are sort of questionable. These creatures dont seem to do anything that you want to be doing if you are running trostani(i.e make tokens.).

Filigree Familiar ( I know you gain some life and draw a card but the life gain is not really doing much for you.it may be card draw buy you need something more reliable or soemthing that draws more cards.)

Pelakka Wurm (Same deal it gains you life but only once and dosn't do too much else other than be a big body)

Victory's Herald(dosn't seem to do too much for you and isnt on either side of your win plan. Which i assume is gain life or make big creatures.)

cards that might be good to add.any of the soul sisters. you are going to be making lots of creatures and if your win plan is based on gaining life they are a small mana investment that will pay off every turn that you are making creatures.

Desolation Twin. its big, its bad, it brings a buddy.

Any bit of ramp. You have green there are tons of green ramp cards better than Wayfarer's Bauble or Springleaf Drum in the case of spring leaf Cryptolith Rite wich is the budget version of Earthcraft any of the green ramp staples would be good to add.

Over all I think this is a cool deck you just need to focus on what your win cons are. Is it enchantments? Is it life gain? Is it beat face?? I think once you have a set win con it will be easier to pair down what cards are helping and what cards are just mediocre.

here are some good cards for the deck just to look over.

Also I made a Trostani deck in the past. It isnt my most recent build but here it is if you want some inspiration A Token of my Gratification

kasta96 on Dead by Hailfire

3 months ago

I'll try to put in Sandwurm Convergence! The question is what do I remove to make place for it? Filigree Familiar or Torment of Scarabs? The Familiar is there mostly to chump block and give us some draw power (I was thinking about playing Painful Lesson but it actually sounded a bit weak) and I don't really know how good the torment is. Also I'm not sure if 3 Sandwurm are too much, probably I could go with 2 and play 4 Obelisk Spider...

I think I'll have to test it a bit!

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