Cast Illusionist's Gambit only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or a planeswalker you control that combat.
|Want (2)||hoodedgamepwner , Magik0722|
Printings View all
|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Illusionist's Gambit occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Illusionist's Gambit Discussion
6 months ago
Mystic Barrier is another good defense card in multi-player. Even if you give it away you can only be attacked by one player.
Illusionist's Gambit might also be a good fit
Instead of just harming an opponent, many cards from a group hug deck would work as well
7 months ago
First of all, this isn't a Dimir deck. Dimir represents more than a combination of colours.
Thirdly (on to the actual stuff you're interested in), if you're looking for inspiration you could take a look at my Ninja EDH (though I still need to update the list with Modern Horizons cards): A song without music....
Notable cards from it I find very useful include:
- Gonti, Lord of Luxury doesn't have an evasive ability, but his deathtouch might work just as well to get him through either way. In addition, you can also use it defensively, and he brings a very interesting ability when he comes into play, which is not limited by how many times you bring him back (you can cast the cards exiled with him for as long as they remain exiled, so you're free to bounce him in the meantime).
- Neurok Invisimancer gets one of your ninjas through for free and then acts as a carrier, after which you can use it again. Cheap, does what your deck needs.
- Higure, the Still Wind is about the only ninja lord out there. I don't think I need to explain how useful he can be to the deck.
- Teferi, Mage of Zhalfir gives your creatures flash, which alleviates the cost of returning the creatures on your board to your hand and allows you to maintain some form of defense. It also prevents opponents from messing with your ninjas during combat.
- I find Thalakos Seer about the best ninja carrier in the game. About as cheap as they come, practically unblockable and gives you a card when he jumps back into your hand. One of the most satisfying early drops.
- Illusionist's Gambit is in my opinion one of the strongest blue defensive cards (especially in multiplayer). Considering how hyper-aggressive Ninjas are by design, I usually find it very useful to keep 4 mana open for this to deflect a potential counterattack.
- Memory Plunder remains my favourite EDH card of all time. It gives you access to cards you'd never be able or want to run in your list, and may also serve very well to shrug off some of the counteraggression that's going to be coming your way.
Hope this helps!
10 months ago
Hi Chromebot, I love phelddagrif but this doesn't look like a group hug deck to me. You've got Dictate of Karametra and Dictate of Kruphix and Temple Bell and Rites of Flourishing , but that's about it for your group-hug package. You've also got a lot of protection like Briar Patch and Illusionist's Gambit , .
I think you've got a good start to this deck and I'd like to see where it goes. :)
11 months ago
Hey, thanks for the advice! I really like Gift of Immortality cause I think that'll be a cool way to keep Narset alive. I'm definitely going to put it into the maybeboard and I'm going to playtest with it.
Spectra Ward initially seemed really good, but then I realized that Narset, Enlightened Master wouldn't be benefiting from any of the combat buffs. Sometimes your win comes from attacking with a 22/5 Narset that's got double strike and can't be blocked. For that matter, I also can't run the Lightning Greaves cause it knocks out so many of the crucial combat buff spells. Swiftfoot Boots is okay, but it's a little extraneous, since Narset's already got hexproof, so it's only really adding haste. However, it did get me thinking about other similar cards so I might run Ring of Valkas or Haunted Cloak . But I'll need a little bit more playtesting for that.
I tend to avoid the straight up extra turn spells (cause you lose all of your combat buffs) and instead run several extra combat phases. I've already got Illusionist's Gambit , Savage Beating , Fury of the Horde , and World at War . I'm just a little worried that adding more is going to reduce the effectiveness of Narset when she swings cause she won't hit the combat buffs.
Rogue's Passage is a good card that I had considered. Since Narset's ability triggers on attack, it isn't necessary, but it is still nice in case you fail to hit the cards that keep fer from being blocked or give her indestructible. So I think I'll replace one of my lands with that cause it can't really hurt the deck, only help it.
Thanks for the help!
1 year ago
Also, while these probably don't belong on the list, cards that do damage to all attacking creatures seem like a potential add. Such as - Wind Shear and Sandstorm I'm sure there are lots others, but I won't continue since they don't really fit.
RoarMaster on Melek
1 year ago
R/U always has issues with enchantments, thats just a handicap that those colors have, and you dont have much in the way of answers honestly. Aside from Chaos Warp, you are basically relying on blues ability to counterspell/bounce for these things. Yes its rough, but hey, you wanted a challenge, right? ;)
There are ways to dissuade people from attacking you, although if you are wanting to stick to inst/sorc, its pretty limited. Illusionist's Gambit, Disrupt Decorum, and weird stuffs like that can offer temporary protection while being instants. Otherwise, you are looking at adding more artifacts and enchantments that will protect and dissuade attacks. Collective Restraint is a shitty propaganda here, Meekstone can slow things down but doesnt solve token threats well, and Dissipation Field taxes pretty good but can allow your opponents to re-use ETB creatures n stuff. Bonfire of the Damned could be added to your burn list, since it shouldnt be hard to get it on the top of your deck when you need it. Volcanic Vision is also a good add.
As far as ramping goes, there is a lot of static ramp effects for inst/sorc. You have quite a few in your SB already, and Id suggest adding a few if you are intending on doing a lot of spellcasting each turn. I would not suggest arcane melee however, its symmetrical effect can be rough I have found.
If you are wanting to keep all of that artifact ramp in there though, I would suggest switching some around for draw effects, such as Commander's Sphere, Mind Stone, ect, as they can be very useful drawing past non-inst/sorc when needed.
Its hard to get any decent lifegain in these colors and without much in the way of creatures. I mean, Basilisk Collar is probably your best bet...? haha
Random secret tech, Bosium Strip.
Final advice, run more topdeck manipulation. If you want to be all tricksy, run a bunch of the instant ones to make some super convoluted stacks with Melek out. It can get pretty nutso.
Impulse, Spy Network, Trickery Charm, and Telling Time are probably the go-to cards for that. Otherwise theres a bunch of sorcery ones, must haves being Ponder, Preordain, and the MVP Mystic Speculation. Portent and Index also pull their weight here. But if you want to be more proactive with your topdeck manipulation, theres stuff like Discombobulate, Condescend, and Fated Conflagration.
1 year ago
Playing Illusionist's Gambit, Reins of Power and Cultural Exchange can change the game to an amazing extent. In particular, in a multiplayer game, cast Reins of Power to trade with an aggro player and use all his creatures to attack another player.
1 year ago
Thank you for the suggestions, guys! I'm definitely focusing on a more spellslinger-based deck. So Master Warcraft, Comeuppance (if budget allows), Mirror Match, Illusionist's Gambit, Domineering Will, & Reins of Power are all going on the Maybeboard.